Augmented reality gaming via geographic messaging

ABSTRACT

Geographic gaming via a scalable, wireless geographic broadcast protocol enables multiplayer gaming between communication devices without relying on traditional network elements. Games can be fully distributed over an ad hoc network of mobile communications devices. The scalable nature of the wireless geographic broadcast protocol enables multiplayer games to function equally well in both remote areas with no or little network service and in crowded areas containing both game players and other users of mobile communications devices. Wireless geographic broadcast messages distributed among multiplayer game participants can be used to control gameplay features and/or game elements of multiplayer games. Embodiments include simulated artillery battles, simulated throw and catch games, and simulated reconnaissance elements.

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims priority to U.S. provisional patent applicationNo. 61/258,167, filed Nov. 4, 2009, which is incorporated herein byreference in its entirety.

BACKGROUND

Typically, players of video games involving physical activity and/ormovement are forced to play those games within restricted environments.Such games are typically executed on gaming console machines (e.g.,Nintendo's® Wii™) connected to home entertainment systems. Typically,players of such games interact with the games themselves via wiredand/or wireless controllers. However, these controllers have a limitedrange, meaning that physical video games are most often played indoorswithin a limited range from the gaming console and/or home entertainmentsystem. Game consoles typically must be positioned on a stable, flatsurface, and require 110 volt connections to a power supply. Thesecharacteristics leave gaming consoles with little to no portability.

Multiplayer versions of video games involving physical movementtypically allow multiple players to compete against one another. Theplayers may be at one physical location, with simultaneous access to onegaming console. Alternatively, multiplayer gamers may link up over anetwork such as the Internet. Networked games are typically facilitatedby wireline or wireless access provided to the gaming console. Despitethe physical distance separating them, players engaged in a multiplayergame from different physical locations will still have limited movementdue to the non-portable nature of their gaming console and/or theenvironment in which it is placed. Due to the complex routing techniquestypically used by networked multiplayer games, those games typicallyrely on the constant presence of wireless and/or wireline networkconnectivity. If access to the network is interrupted for even veryshort periods of time, the multiplayer gaming experience can bedeteriorated or lost altogether. Thus, it is sometimes not possible toenjoy multiplayer gaming involving physical movement at all, for examplein a remote geographic area with limited or no network serviceavailable.

SUMMARY

Geographic gaming (“geogaming”) via a scalable, wireless geographicbroadcast (“geocast”) protocol enables multiplayer gaming between mobilecommunication devices without relying on traditional network elements.No gaming console is required, eliminating the venue restrictionsimposed by wired controllers and/or wireless controllers with limitedranges, meaning geogames can be played in wide open spaces, eitherindoors or outdoors. Geogaming can be fully distributed over an ad hocnetwork of mobile communications devices, eliminating the need fortraditional mobile communications infrastructure and central servers.Because no network infrastructure is required to play, geogaming cantake place in remote areas with little or no network access, for examplein the middle of the woods. The scalable nature of the geocast protocolenables geogames to function equally well in both remote areas andcrowded areas containing both geogame players and other users of mobilecommunications devices. Because multiplayer geogames do not requireconstant communication with a central server, game play can be morephysically active and geographically wide ranging. Geogaming usingtiered geocasting enables geogame players to participate in multiplayergaming spanning great distances. For example, players on separatecontinents may participate in a single multiplayer geogame.

Geocast regions corresponding to real-world geographic space can bedefined and used as game play elements in wireless geogaming. Forexample, a geocast region may define the boundaries of a virtual playingfield, a virtual court, or the like within which geogaming players canplay. Geocast regions may also be used to define game elements, forexample a virtual ball in a geogaming version of catch. A geocast regionmay also be defined for a simulated area of effect of a game element,for example the radius of effect of a virtual mortar shell or a virtualnuclear strike in a military simulation game. In another example ageocast region may be defined as the detection area of a virtualunmanned aerial vehicle (UAV), which may provide reconnaissanceinformation on the location of other players of a geogame. Geocastregions defining game elements may be dynamically varied duringgameplay, for example in location, size, position, etc. These and otherfeatures of geogaming may be used in conjunction with physicalactivities that traditionally do not use mobile communications devices,for example, paintball, laser tag, and the like. Geogaming hardwareand/or software may incorporate additional types of geocast messaging,such as geographic text messaging (“geotexting”), and/or geographicquerying (“geogquerying”).

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1A-1E depict example techniques that may be used for defining theshape and/or dimensions of geogaming regions and/or geogaming elements.

FIG. 2 illustrates communication in an ad hoc network via WiFi accesspoints.

FIG. 3 illustrates tiered geocasting and forwarding zones.

FIG. 4 is a flow diagram of an example process for propagating geogamingmessages, or the like, via geocasting.

FIG. 5 depicts an example of implementing geogaming elements within amultiplayer artillery simulation on a mobile communications device.

FIGS. 6A-6C depict an example of implementing geogaming elements withina multiplayer catch and throw simulation between two mobilecommunication devices.

FIGS. 7A-7B depict the implementation of a virtual reconnaissanceelement within a reconnaissance simulation on a mobile communicationsdevice.

FIG. 8 is a block diagram of an example communications device configuredto communicate in an ad hoc network of communications devices inaccordance with a scalable wireless geographic protocol.

FIG. 9 depicts an example packet-based mobile cellular networkenvironment, such as a GPRS network, in which communications in an adhoc network of communications devices in accordance with a scalablewireless geographic protocol can be implemented.

FIG. 10 depicts an example architecture of a typical GPRS network inwhich communications in an ad hoc network of communications devices inaccordance with a scalable wireless geographic protocol can beimplemented.

FIG. 11 depicts an example GSM/GPRS/IP multimedia network architecturewithin which communications in an ad hoc network of communicationsdevices in accordance with a scalable wireless geographic protocol canbe implemented.

DETAILED DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS

Wireless, scalable, multiplayer gaming is enabled between mobilecommunication devices via the use of geographic messages exchanged via awireless geographic broadcast (“geocast”) protocol. Gaming via wirelessgeographic broadcasts (“geogaming”) allows communications devicesparticipating in the game to communicate without the use of atraditional centralized server or routing tables and state information.Traditional wireline and wireless network infrastructure devices are notrequired. Geocast protocol features may be used to implement dynamicgame elements within multiplayer geogames, for example projectiles,balls, reconnaissance vehicles, and the like. The scalable nature ofgeogames using a geocast protocol allows multiplayer games to beestablished and played in dense or crowded areas (e.g., a park in alarge city), where multiple users of mobile communications devices, someplayers and some non-players, may simultaneously congregate.

In the embodiments described herein, geographical broadcasting (referredto as “geocasting”) may be utilized to enable multiplayer gaming betweenmobile communications devices in distinct geographic areas. Geocastingis described in U.S. Pat. No. 7,525,933, entitled “System And Method ForMobile Ad Hoc Network,” filed Nov. 30, 2005, issued Apr. 28, 2009, whichis incorporated by reference herein in its entirety. Geocasting uses aprotocol in which an IP address is replaced with a geographic address.Generally, geogaming packets are sent to every mobile communicationsdevice located within a specific geocast region. A geocast regiongenerally corresponds to a specific geographic area. Each geogamingpacket may contain an indication of a destination geocast region (i.e.,geogaming region) for the geogaming packet, an indication of thegeographic location of the source of geogaming message, and additionalinformation such as information pertaining to a game element and/or atarget geocast region associated with such an element. Mobilecommunication devices participating in geocast messaging may be referredto collectively as a geocast ad hoc network. No registration is requiredfor a mobile communications device to join a geocast ad hoc network. Asmobile communications devices move within communications range ofmembers of a geocast ad hoc network, they can automatically participatein the geocast ad hoc network. The mobile communication devices of an adhoc network communicate with each other, and each mobile communicationsdevice in the ad hoc network is capable of receiving and/or transmittinggeogaming message packets to and/or from other communications devices inthe ad hoc network of mobile communications devices. Ad hoc networks ofmobile communication devices do not require base station terminals orother network components to facilitate or control communications betweenthe mobile communications devices. However, in some embodiments, basestations and/or other network components may be used to relay and/orbridge geocast messages between geocast ad hoc networks or betweengeocast ad hoc networks and a traditional network, for example theInternet.

A mobile communications device that receives geocast packets mayredistribute the geocast packets to other mobile communications devicesaccording to heuristic decision rules that determine whether a receivingcommunications device will re-transmit a received packet. These ruleseffectively guide geocast packets to their destinations and controlcommunication traffic within the ad hoc network. The decision rulesachieve this control by using statistics obtained and recorded by thecommunications device as it receives packets transmitted within itsreception range. This distributed packet transfer mechanism results ingeocast packets “flowing” to and throughout the geocast region specifiedin each geocast packet. The communications devices in the geocast regionreceive and process each distinct geocast packet, and may render thecontent of the geocast packet to the user via a user interface of thecommunications device. Two geocast packets are distinct if they containdistinct geocast identifiers. However, a re-transmitted copy of a packetgenerally will contain the same geocast identifier as the originalpacket.

In an example embodiment applying heuristic decision rules, a receivingcommunications device may determine whether to retransmit a geocastmessage packet based upon the number of times the geocast message waspreviously received, the communication device's proximity with respectto the communications devices from which the message was sent, and/orthe communication device's proximity to the geocast region. Thisdecision process may be implemented as a three step location-basedapproach, which is described in detail in the aforementioned U.S. Pat.No. 7,525,933, entitled “System And Method For Mobile Ad Hoc Network,”filed Nov. 30, 2005, issued Apr. 28, 2009. In a first step of thelocation-based approach, the receiving communications device determineswhether it has previously received the same geocast message at least apredetermined number (N) of times. If not, it retransmits the messageover the ad hoc network of communications devices. If so, thecommunications device progresses to the second step and determineswhether the sending communications device is closer than some minimumdistance away. If no prior sender of the geocast message was closer thanthe minimum distance away, the communications device retransmits thegeocast message to the ad hoc network of communications devices.Otherwise, the communications device progresses to the third step anddetermines whether it is closer to the center of the geocast region thanany sending communications device from which the geocast message wasreceived. If so, the communications device transmits the geocast messageover the ad hoc network of communications devices. If not, thecommunications device does not retransmit the geocast message.

This location-based approach prevents a receiving communications devicefrom retransmitting a geocast message that was most likely alreadyretransmitted by another communications device located close to it (andthus most likely reaching the same neighboring communications devicesthat it can reach). In addition, this location-based approach reducesthe chance that the communications device will retransmit the samegeocast message multiple times to the same neighboring communicationsdevices.

While transmission and propagation of geogaming messages are describedherein with reference to embodiments using a particular scalablewireless geocast protocol, the scope of the instant disclosure shouldnot be limited thereto. It is to be understood that the methods andapparatuses for distributing geogaming messages as described herein maybe implemented in conjunction with other geographic broadcast protocols,and that the use of such other geographic broadcast protocols is meantto be included within the scope of the instant disclosure.

FIGS. 1A-1E depict example techniques for defining geocast regions. Ageocast region may be defined to be a single point 102, as depicted inFIG. 1A. A point geocast region may be defined by a longitude value anda latitude value (not shown). A point above the surface of the earthcould be defined by providing an altitude value in addition to longitudeand latitude values. A geocast region may also be comprised of multiplesingle points (not shown) such as the single point 102. Location pointssuch as point 102 may be used as the building blocks for more complexgeocast region geometries, as described herein. FIG. 1B depicts ageocast region defined by a point 102 in combination with a radius 104.The geocast region of this example will comprise the area enclosed bythe radius, and may include the space above the area as well. A geocastregion could also be defined as the overlap region between two or morecircular geocast regions (not shown). FIG. 1C depicts a more complexgeometry formed from a series of points 102 interconnected with straightboundary lines. This technique of geocast region definition is similarto the techniques typically used in the definition of parcels of realproperty. FIGS. 1D and 1E depict the creation of one or more geocastregions within a single geographic footprint. FIG. 1D depicts creating ageocast region for a specific floor of a building 106. The single floorgeocast region is defined as the volume of space between upper and lowerareas, each formed using a series of points 102 set at corners of thebuildings. FIG. 1E depicts an alternate technique for defining a singlefloor geocast region in building 106. Upper and lower points 102 aredefined in the middle of the ceiling and the floor of the geocast regionrespectively. The single floor geocast region is then defined as thevolume of space between an upper area and a lower area defined by a pairof radii 104 extending from the middle points. Geocast regions may alsobe defined to change in size, geographic location, etc. with time (notshown), essentially allowing the creation of geocast geogaming regionsin four dimensions. For example a geogaming region corresponding to avirtual playing field may be defined to change size, shape, and/orgeographic location over time as the number of participating geogameplayers fluctuates. Information defining a particular geocast region(e.g., a series of points) can be communicated in an addressing portionof a geogaming message. Geocast sub-regions may be defined within aparticular geocast region using the above techniques. It should be notedthat the techniques described with reference to FIGS. 1A-1E are merelyexamples, and the scope of the instant disclosure should not be limitedthereto. Other geogaming region geometries and techniques for defininggeogaming regions may be recognized by those skilled in the art, and aremeant to be included within the scope of the instant disclosure.

FIG. 2 illustrates communication in an ad hoc network of communicationsdevices via WiFi access points 200 and 202. Communications devices in ageocast ad hoc network can communicate via RF signals encoded withgeographic information, via Bluetooth® technology, via WiFi (e.g., inaccordance with the 802.11 standard), or the like, or any combinationthereof. For example, as depicted in FIG. 2, mobile communicationsdevices 204, 206, 208, 210, and 212 form one geocast ad hoc network andmobile communications devices 214 and 216 form another geocast ad hocnetwork. Coverage area 218, which is the area covered by the WiFi accesspoint 200, covers the mobile communication devices 204 and 206. Coveragearea 220, which is the area covered by the WiFi access point 202, coversthe mobile communication device 214. As shown in FIG. 2, the mobilecommunications device 216 transmits to the mobile communications device214 directly (e.g., via Bluetooth®). The mobile communications device214 retransmits to the WiFi access point 202, which in turn retransmitsto the WiFi access point 200 over a network, for example the Internet.The mobile communications devices 204 and 206 receive the transmissionfrom the WiFi access point 200, and the mobile communications device 206retransmits directly to the mobile communications device 208. And, asdepicted, the mobile communications device 208 retransmits to the mobilecommunications devices 210 and 212.

FIG. 3 illustrates tiered geocasting and forwarding zones. Tieredgeocasting extends the reach of ad hoc communication networks throughthe use of long range transmitters (such as communications devices,etc.), infrastructure, a communications network, a cellular tower, or acombination thereof, when available. Tiered geocasting may enablemultiplayer geogaming between mobile communications devices separated bydistances beyond the broadcast range of typical mobile communicationsdevices. For example, using tiered geocasting, geogame players indifferent cities, states, or even continents can participate in geogameswith each other. Tiered geocasting assumes that at least onecommunications device within an ad hoc network is capable ofcommunicating via a long range tier 300. A long range tier is a termindicating a tier wherein characteristic message transfers betweendevices occur over a longer physical range than those over some othertier, such as a short range tier 302. A long range tier can be wireless,wired, or a combination thereof.

A forwarding zone can be utilized to implement tiered geocasting. Acommon forwarding zone can be defined for all geocast packets ordifferent forwarding zones can be defined for different types of geocastpackets. Forwarding zones (as depicted in FIG. 3 by short and long rangeforwarding zones 334 and 336 respectively, for example and withoutlimitation) can be defined differently in different tiers for a singlepacket type, or even on a packet by packet basis. Thus, forwardingheuristics can be applied independently per tier, with bridging atmulti-tier capable nodes. In an example embodiment, a communicationsdevice retransmits a packet only if the communications device is locatedwithin the forwarding zone defined for the packet's type. Thisdetermination is in addition to the determinations described above and,if the communications device is not in the forwarding zone, the packetwill not be retransmitted, even if one or more of the above conditionswould otherwise have caused a retransmission hold.

As depicted in FIG. 3, nodes (e.g., communications devices) 304, 306,308, 310, 312, 314, and 316, are at various locations within the shortrange tier 302 and the long range tier 300. All of communicationsdevices 304, 306, 308, 310, 312, 314, and 316 together form a geocast adhoc network. The communications devices 312, 314, and 316 are located ingeocast region 318. In an example embodiment, the communications device304 may transmit a geocast message with a destination address of thegeocast region 318. Each of the communications devices 304, 306, 308,310, 312, 314, and 316 can determine its own geographic location throughany type of location determination system including, for example, theglobal positioning system (GPS), assisted GPS (A-GPS), time differenceof arrival calculations, configured constant location (in the case ofnon-moving nodes), any combination thereof, or any other appropriatemeans. Each communications device is operable to transmit and receivegeocast packets via the geocast ad hoc network. In addition, at anygiven time, some subset (possibly all) of the communications devices maybe operable to transmit and receive geocast packets over the long rangetier 300 network. For example, though not a limitation, in FIG. 3, thecommunications devices 306, 308, and 310 can transmit and receivegeocast messages over both the short range tier 302 and the long rangetier 300. Note that this latter fact is indicated visually in thediagram by the communications devices 306, 308, and 310 each beingrepresented by two nodes (one in the short range tier and one in thelong range tier) connected by a vertical line. The long-range tier 300network can be any network in which packets can be transmitted from onelong range capable communications device to another long range capablecommunications device. Such packet networks can include, for example, aninfrastructure-based network comprising wireless base stations (for up-and down-link) operating on a separate frequency from that used by thead hoc network. In addition, the long rang tier network also could beimplemented simply as another instance of an ad hoc communicationsnetwork using distinct radio frequencies and possibly longer radioranges.

The communications device 304 transmits, within its communication range320, a geocast message addressed to the geocast region 318, and thecommunications device 306, located within the communications range 320of the communications device 304, receives the transmission. Thecommunications device 306 may retransmit the message, within itscommunications range 322 on the short range tier 302, in accordance withthe heuristics for the short range forwarding zone 334. Thecommunications device 306, with long range transmission capability (inthe long range tier 300), may simultaneously retransmit the messagewithin its communication range 324 on the long range tier 300. Thecommunications device 308, configured for long range communications onlyand located within the communications range 324 of the communicationsdevice 306, receives the transmission from the communications device 306and may retransmit the message within its communication range 326 on thelong range tier 300. The communications device 310, located within thecommunication range 326 of the communications device 308, receives thetransmission from the communications device 308 and may retransmit themessage in both its communication range 328 on the long range tier andits communication range 330 on the short range tier. The communicationsdevice 312, a member of the geocast region 318 and located within thecommunication range 330 of the communications device 310, receives thetransmission from the communications device 310 and may retransmit themessage within its communication range 332 on the short range tier, thustransmitting the geocast message to the communications devices 314 and316, the other members of geocast region 318, thereby completing thegeocast message transmission.

FIG. 4 is a flow diagram 400 of an example process for propagatinggeogaming messages, or the like, via geocasting. A signal is received atstep 402. The signal comprises a description of the geographic region ofintended reception of the signal, and may contain information pertainingto a geogame, a geogame element, or the like. The signal can be receivedby any appropriate communications device, such as a mobilecommunications device, for example. At step 404, the current location ofthe communication device is compared with the location of the geographicregion of intended reception. It is determined, at step 406 if thelocations match. That is, it is determined if the location of thereceiving communications device is the same as, within, or overlaps, thelocation of the geographic region of intended reception. If thelocations do not match, content of the message is not processed orrendered at step 408. If the locations match, it is determined at step410 if the receiving communications device is receptive to geogamingmessages. For example, the receiving communications device may be anactive participant in a geogaming session to which the signal pertains.In another example, the receiving communications device might beconfigured to accept or deny invitation messages to geogaming sessions,or may alternatively be configured to discard all geogaming signalsreceived. These and other configuration settings of the receivingcommunications device may be set via default within the firmware and/orsoftware of the receiving communications device. In another embodiment,these configuration settings may be stored in a profile of a user of thecommunications device and may be alterable by the user. If the receivingcommunications device is determined to not be receptive to geogamingmessages at step 410, content of the message is not processed orrendered at step 408. If the receiving communications device isdetermined to be receptive to geogaming messages at step 410,appropriate content (e.g., target location information and/or geogameelement characteristics) of the message may be processed and/orrendered, at step 412, via the receiving communications device. At step414, it is determined if the message is to be retransmitted by thereceiving communications device. If, at step 414, it is determined thatthe message is not to be retransmitted, the message is not retransmittedat step 416. If, at step 414, it is determined that the message is to beretransmitted, the message is retransmitted at step 418, if appropriate,in accordance with the above-discussed location-based approach.

Specialized types of geocast messages may be employed during the courseof setup and/or gameplay of a geogame. A first type of specializedgeocast packet is a geographic text messaging (“geotext”) message.Geotext messages may be used to inform potential and/or existing geogameplayers of information pertaining to a geogame. A geotext message packetmay contain a number of portions, such as destination and sendingaddress portions, and one or more content portions. A destinationaddress portion typically defines a geocast region within which thegeotext should be propagated. The geocast region for a geoquery messagemay be defined using the above-discussed techniques for defining geocastregions. The geocast region may correspond to the physical boundaries ofa geogame, such that all players within those boundaries will receivethe message. The geocast region may also be larger or smaller than thegeogame boundaries, depending upon the purpose of the message. Forexample, a geocast region encompassing an entire city might be definedin order to notify all mobile communications devices located within thecity of an upcoming geogame. In another example, a small geocast regionmight be defined within the geocast region corresponding to the geogameboundaries in order to communicate an in-game message between teams ofplayers in an ongoing geogame. A sending address portion may provide anindication of a location of the mobile communications device thattransmitted the geotext message and/or an indication of the user whotransmitted the message. The substance of a geotext message is typicallycontained within the content portion. In an embodiment, geotextmessaging content may be transmitted in many forms, for example text,audio, video, pictures, graphics, images, multimedia, and the like. Forexample, after a scoring event occurs in a geogame, the content portionof a geotext informing of the scoring event might comprise: textidentifying the scoring player and/or scored-upon player; a mapindicating where the scoring event took place; an audio indicator of thescoring event; or the like. A scoring event geotext may be transmittedto a particular geogame player, to members of a geogame team, to allgeogame players, or any combination thereof. The content of geotextmessages might also include links, for example hyperlinks or otherelectronic pointers directing a receiving communications device to otherfiles or media stored locally or remotely from the receivingcommunications device, online information, online downloads, a serverproviding real-time geogame information or statistics, and the like. Inanother embodiment, the content of geotext messages may be limited, forexample to a series of text characters and/or a maximum message length.

The content portion of a geocast messaging packet may also contain dataused in executing and/or mediating a geogame. Because geogames are fullydistributed among the communications devices participating in the game,aspects related to the multiplayer features, elements, and/or functionsof a multiplayer geogame must be communicated between participatingcommunications devices using aspects of a geocast protocol. In anembodiment, data pertaining to the execution and/or mediation of amultiplayer geogame are encapsulated within the content portions ofgeocast messages. In other words, the content portion of a geocastmessage may contain information used to set up a geogame, specify rulesfor the geogame, convey geogame events that occur during play of thegame, and other information essential to the execution and/or mediationof the geogame. Message content of this type may consist of strings ofalphanumeric characters, sections of binary code, sections of machinelanguage, and the like, or any combination thereof.

Geocast messages, such as geotext messages, can be directed (i.e.,addressed) to designated sets of communications devices and/orindividual communications devices within a geocast region. In anembodiment, this may be achieved by designating recipients for a geocastmessage in the content portion of the geocast message when it istransmitted. A filtering logic in the geocast message processing ofreceiving communications devices can filter out geocast messages thatare designated for communications devices other than the receivingcommunications device. The receiving communications device can thencease processing on such a message, retransmit it in accordance withforwarding heuristics if appropriate, or discard it. When a geocastmessage is composed, recipients may be designated in the content portionof the geocast message. Recipients may be designated in groups, forexample a geocast message might be addressed to all employees of a givencompany within a geocast region. Such a message would be processed byall mobile communications devices in the destination geocast region thatbelong to the designated company, and would be filtered out and eitherretransmitted or discarded by receiving communications devices that donot belong to the designated company. Alternatively, the content portionof a geocast message may designate individual communications devices forreceipt of a geocast message by using an identifier such as acommunications device identifier, a user name, or the like. Geocastmessages may also be addressed or any combination thereof. When ageocast message addressed to specific participants in a geocast regionis received at a receiving communications device, a filtering logic onthe receiving communications device may perform additional processingand/or testing on the content portion of the received geocast messagingpacket (e.g., a geotext message) in order to determine whether thereceiving communications device has been designated as an addressee ofthe geocast message. If the geocast message passes the filteringprocess, the content portion may be rendered on the receivingcommunications device. If the geocast message is not addressed to thereceiving communications device and thus is filtered out, processing ofthe geocast message may be halted, and the message may be retransmittedin accordance with forwarding heuristics, or may be discarded.

Another specialized type of geocast message, namely a geographic query(“geoquery”) message, enables additional functionality in geogamingapplications. A geoquery message functions to query all mobilecommunications devices within a specific geocast region that areconfigured to communicate via geocast messaging. A unique feature ofgeoquery messages is that they may specify whether a geoquery responsemessage from a receiving mobile communications device is mandatory orvoluntary. A geoquery packet may contain a number of portions, such asdestination and sending address portions, and a query content portion. Adestination address portion typically defines a geocast region withinwhich the geoquery message should be propagated. The geocast region fora geoquery message may be defined using the above-discussed techniquesfor defining geocast regions. In an embodiment, a geoquery geocastregion may correspond to the physical boundaries of a geogame, such thatall players within those boundaries will receive the geoquery message.The geocast region may also be larger or smaller than the geogameboundaries, depending upon the purpose of the message. For example, ageocast region encompassing an entire city might be defined in order torecruit users of mobile communications devices located within the cityfor a geogaming session. In another example, a smaller geocast regionmight be defined within the geocast region corresponding to the geogameboundaries in order to identify geogame players that may have been “hit”by a geogame element, such as a virtual artillery strike. A sendingaddress portion may provide an indication of a location of the mobilecommunications device that first transmitted the geoquery message (i.e.,the device from which the message originated). The sending addressportion may also act as a return destination address for geoqueryresponse message packets transmitted by receiving communications devicesin response to the geoquery message. The query content portion containsthe substance of the query and may also contain an indicator of whethera geoquery response message by a receiving communications device ismandatory or voluntary. In an embodiment, if a geoquery response messageis mandatory, the receiving communications device may transmit ageoquery response message automatically regardless of interaction from auser of the receiving communications device. Alternatively, a user ofthe receiving communications device may be presented with an opportunityto compose content for inclusion in the mandatory geoquery responsemessage before it is transmitted.

In an embodiment, a geoquery message with a voluntary geoquery responseindicator may be used to recruit players (i.e., invite participation)for a pending or in-progress geogame. The query content of such ageoquery message may contain information pertaining to a geogamingsession, such as the type of geogame, the location of a virtual playingfield, a time when the geogame will be played, the number of geogameplayers currently participating, and the like. A receiving mobilecommunications device may render the geogaming information on thereceiving device and query a user of the receiving device for anacceptance or refusal of the invitation to play. In another embodiment,a geoquery message with a mandatory geoquery response indicator may beused to collect device-related information from a receivingcommunications device. A geoquery message may require that a receivingcommunications device report usage statistics, such as how many geocastpackets it has transmitted, received, and/or forwarded within adesignated timeframe, configuration settings that have been inputted tothe receiving communications device by a user, and the like. In anexample use of such an embodiment, a mandatory response to a geoquerymessage may be used to collect configuration settings, contact info, andthe like from a user's communications device for the purpose of creatinga backup copy of that information. In yet another embodiment, a geoquerymessage with a mandatory geoquery response indicator may be used toensure gameplay continuity and/or mitigate cheating in the geogame. Forexample, in a geogame artillery simulation, a geoquery message may betransmitted to a “target” geocast region when a virtual artillery shell“hits” that geocast region. Any mobile communications devicesparticipating in the geogame must respond with an indication that theyare in the geocast region of the hit. Geoquery messages of this type maybe used to record and/or verify scoring events within a geogame. In anembodiment, if a receiving communications device refuses or otherwisefails to respond to with a mandatory geoquery response message, the userassociated with that mobile communications device may be penalized,disqualified, and/or removed from the geogame entirely.

When a multiplayer geogame is initiated or is in progress, multiplegeogaming regions may be created and/or managed by mobile communicationsdevices participating in the geogame. Separate geogaming regions may bedefined using any one of the above-discussed techniques or a combinationthereof. A geogaming region can be defined in communications amongmembers of an ad hoc geocast network within a geogaming region. Forexample, information describing a geogaming region (e.g., location,size, shape, coordinates, range of coordinates, etc.) can be containedin packets communicated among the members of the ad hoc network. Theinformation could vary from packet to packet, vary as a function of time(e.g., the boundaries of the geogaming region may be redefined as thegeogame progresses or changes with time), and/or predetermined and fixedprior to communications between members of the ad hoc network. Geogamingregions may be defined manually, for example as agreed upon by theparticipants of a multiplayer geogame at a time of inception of thegame. Alternatively, geogaming regions may be predefined and/or definedautomatically by geogame hardware and/or software. A combination ofplayer-defined and hardware and/or software-defined geogaming regionsmay also be used. Geogaming regions may be redefined or otherwisemodified when appropriate. Geogaming region modifications may beimplemented manually by geogame players, auto-generated by the geogaminghardware and/or software, or may be defined using a combination oftechniques. For example, a geogaming region encompassing a virtualplaying field may be resized as the number of players who are still“alive” fluctuates.

Geogaming regions may correspond to real-world geographic locations.Boundaries of a geogaming region may be defined to correspond withreal-world boundaries. For example, points corresponding to longitudeand latitude may be used to define the geographic area of a city park asa geogaming region. An altitude component may be added to define avolume as a geogaming region. Defining a geogaming region correspondingto the boundaries of a public park may transform the park, from theperspective of communication devices participating in the geogame, intoa virtual playing field for the geogame. If the boundaries of ageogaming region are fixed to create such a virtual playing field,penalties may be imposed on players for straying outside of theboundaries. Alternately, the boundaries of a geogaming region may bemodifiable as the geogame progresses. In such an embodiment, a defaultvirtual playing field may be defined at the outset of a geogame, andmodified accordingly during the course of gameplay, for example if moreplayers are joined to the geogame, if a certain stage in gameplay isreached, or if players initiate a vote to redefine gameplay boundaries.

Geographic sub regions may be defined within geogaming regions. Forexample, it may advantageous to define a broad geogaming region in whichto transmit query messages recruiting potential players to a geogame. Asub region comprising a virtual playing field might then be definedwithin the geoquery region based upon the location of interestedplayers, the number of interested players, and the like. A broadgeogaming region may also be useful if multiple geogaming playing fieldsare defined within a geographic area. Distinct geogaming sub regions mayalso be defined within a particular geogaming virtual playing field, forexample to define geogaming regions with unique gameplay features, asdiscussed in more detail below.

Geogaming regions and/or sub regions may be used to define gameelements. A game element may be representative of an object existingwithin the geogame. Game elements may have varying characteristicscontrolling how they react with other elements and geogame playerswithin the context of the geogame. Example characteristics of gameelements may include whether a particular element is static or dynamic,passive or interactive with other game elements and/or geogame players,whether they are placed into the geogame in response to a command of thegeogame software or in response to a request by a geogame player,whether the game element is ephemeral or persistent throughout theduration of a geogame session, and how the game element is triggeredwithin the context of the geogame. Game element characteristics may bedefined within portions of geogaming messages, as discussed in moredetail below. Game elements may be added or removed from a geogame basedon the actions of geogame players. In an embodiment, a geogaming elementmay be triggered by a geogame player, causing the triggered geogameelement to be placed into the geogame. The effect on gameplay of thegame element may hinge upon a level of interaction with the element byother game elements or geogame players. Once placed in the geogame, gameelements may be activated within the geogame in a number of ways. Forexample, a game element may self-activate after a prescribed amount oftime has passed. In other embodiments, a game element may remain dormantuntil activated in accordance with a level of interaction between thegame element and other game elements and/or geogame players. Forexample, a game element defined within a particular geographic subregion of a virtual playing field may activate once a communicationsdevice associated with a geogame player enters the geographic areacorresponding to the geographic sub region. In an embodiment comprisingan artillery simulation geogame, examples of game elements activated inaccordance with player proximity may include virtual ammunition dumpsthat refill a geogame player's game ammunition when the sub region isentered, bunkers or other safe areas where players would be immune fromvirtual attacks upon entry into the region, or healing areas where aplayer's virtual health within the geogame would be restored upon entryinto the region.

The characteristics and/or behavior of game elements within a geogamemay be defined and/or controlled via the exchange of geogaming messagepackets between mobile communications devices participating in an ad hocnetwork within the corresponding geogaming region. Geogaming messagepackets corresponding to game elements may contain a number of portions,such as destination and sending address portions, an elementcharacteristic portion, and a target portion indicating a desired targetor area of affect of the game element. A destination address portiontypically defines a geographic region within which the geogaming messageshould be propagated. The geographic region may correspond to thephysical boundaries of a geogame, such that all players within thoseboundaries will receive the message. A sending address portion mayprovide an indication of a location of the mobile communications devicethat transmitted the element-related geogaming message. An elementcharacteristic portion may contain information pertaining to virtualphysical characteristics of the game element that control how the gameelement will interact with other elements or geogame players, forexample, size, speed, weight, ability to inflict damage, effectiveradius in the virtual playing field, and the like. A target portion maybe defined to indicate a geographic location within the geogame playingfield where the effect of the game element is desired to be implemented.A geogaming packet may also contain a flag or other type of indicatorinforming that the packet is intended to be processed and/or renderedonly by devices participating in the respective geogame. The presence ofthe indicator may allow non-participating communications devices withinthe geogaming region to identify geogaming packets before processingthem, and to retransmit them if appropriate. It is to be understood thatthe presence of the indicator is merely exemplary, and should not beinterpreted as limiting or controlling with regard to the identificationof geogaming packets by receiving communications devices.

FIG. 5 depicts an example embodiment of an artillery simulation geogameusing the disclosed systems and methods of multiplayer gaming viageographic messaging. Mobile communications device 500 is configured forwireless, scalable, multiplayer gaming using geographic messagesexchanged via a wireless geographic broadcast (“geocast”) protocol.Features and/or functions of the artillery geogame may be controlled viacontrol features of mobile communications device 500, including softwarebuttons 502, hardware buttons 504, a touch-sensitive display 506,audible commands, physical translation and/or rotation of thecommunications device 500 about a set of x, y, and z axes, or anycombination thereof. A displayed representation of a geographic regioncorresponding to a virtual playing field may be rendered on the display506. The geographic region may correspond to a real-world geographiclocation. The representation may comprise a street map, a relief map, asatellite image, a photograph, a 3D environment, a video feed, or anycombination thereof. The playing field representation may be overlaidwith one or more additional representations, for example a playerlocation 508 indicating a position of communications device 500 on thevirtual playing field. The representations on display 506 may be updatedin real-time to reflect changes to the geographic region representingthe playing field and/or virtual or real-world location changes ofgeogame game elements and/or geogame players corresponding to theoverlaid representations.

In an artillery simulation embodiment, one or more players exchangerounds of virtual artillery in an attempt to destroy one another.Players may be invited to join the artillery simulation geogame usingtechniques described elsewhere herein. The number of players able tojoin a single geogame is scalable, and therefore not limited. Playersmay play in an “every man for himself” mode, or may choose to formteams. A representation of the virtual battlefield (i.e., playing field)on which the geogame players engage each other may be rendered on adisplay 506 of a first player's communication device 500. The virtualbattlefield may correspond to a real-world location where the geogameplayers are currently located. The location of communications device500, and thus the first player, may be rendered on display 506 viaplayer indication 508. Player indication 508 may be updated dynamicallyas the first player physically moves around on the virtual battlefield.The location of the communications device 500, and thus the firstplayer, may be determined by any of the location techniques employed bymobile communications devices and described elsewhere herein.

In an example exchange of virtual artillery fire, the first player mayidentify the location of a second geogame player who is a foe of thefirst player. In an embodiment, the first player may discover thelocation of the foe player through the use of a virtual reconnaissancegeogaming element. The initiation and operation of a virtualreconnaissance element are described in more detail below. Thereconnaissance element may be commanded by the first player to conduct avirtual scan of a scanning area 510 designated by the first player. Thevirtual scan may reveal the location of the foe player. An enemyindicator 512 indication of the location of the foe player may berendered on the display 506. The first player may choose to fire one ormore virtual artillery rounds at the foe player. To initiate the firingof artillery, the first player may cause an aiming reticle 514 to beinitiated and rendered on display 506. The aiming reticle may beinitiated using any combination of the control features ofcommunications device 500 described above. In an embodiment, the firstplayer may initiate the aiming reticle by tapping a finger on a map of avirtual playing field displayed on the touch-sensitive display 506 ofthe communications device 500. The aiming reticle 514 may be rendered onthe tapped location, thereby designating a target location for aparticular artillery round. The virtual artillery round may be triggered(i.e., virtually fired) when the target location is designated via theaiming reticle 514. Alternatively, the virtual artillery round may beseparately triggered by the first player after the target location hasbeen designated and/or adjusted using the aiming reticle 514.

Alternative techniques for aiming a virtual artillery round may also beused. For example, in another embodiment, a target location may bedesignated for a virtual artillery round by pointing the communicationsdevice 500 at a particular angle and/or in a particular direction. Anaccelerometer within the communications device 500 may interpret theangle and/or direction that the communications device is pointed in andtranslate the information into a target location. In yet anotherembodiment, the first player may specify a target location by enteringan azimuth and elevation textually, or by using a built in compassfeature of the communications device 500. Once the target location hasbeen designated, the target location may then be rendered on the display506 via the aiming reticle 514, and the virtual artillery round may betriggered using one of the above-discussed techniques, or the like. Itshould be noted that the techniques for aiming a virtual elementdisclosed herein are merely examples, and the scope of the instantdisclosure should not be limited thereto. Information depicting thecurrent amount of virtual artillery ammunition possessed by the firstplayer may be rendered on the display 506 via an ammo indicator 516.Ammo indicator 516 indicates that the first player currently has sixteenartillery rounds available, and that the first player is currentlycapable of triggering three artillery rounds at one time.

When the first player has triggered a virtual artillery round to bevirtually fired towards a designated target location, communicationsdevice 500 may compose a geographic gaming message comprising ageogaming packet identifying a new geogaming element corresponding tothe triggered artillery round for transmission to other geogame playersparticipating in the artillery simulation. The geogaming packet maycontain several portions, for example a destination address portion, asending address portion, an element information portion, and a targetlocation portion. A destination addressing portion may identify ageographic region corresponding to the virtual battlefield, so thatother geogame players located in the real-world geographic locationcorresponding to the virtual battlefield and participating in theartillery simulation should receive the geogaming packet. The sendingaddress portion may indicate a geographic location of communicationsdevice 500 at the time the geogaming packet was originally transmitted.

An element information portion may contain characteristics of thetriggered virtual artillery shell, such as its virtual flight time to atarget location, its virtual damage effect area, its virtual physicalcharacteristics, etc. For example, one characteristic of the virtualartillery shell may be a virtual flight time of the virtual shellbetween the location of communications device 500 when the shell wastriggered, and the target location designated by the first player. Thevirtual flight time may be calculated by communications device 500 priorto transmitting the geogaming packet. The virtual flight time may becalculated by communications device 500 based on the distance between angeographic origin location and the geographic location corresponding tothe target location, and using virtual element characteristics (e.g.,size, weight, shape, and charge of the virtual shell) and/or real-worldvariables (temperature, humidity, wind speed, wind direction, theCoriolis effect, etc.). The geographic origin location may correspond tothe geographic location of mobile communications device 500 at the timethe virtual shell is triggered, or may correspond to another geographiclocation, for example a geographic location of a virtual artillerybattery positioned on the virtual battlefield. The elementcharacteristics and/or variables used in the calculation may be selectedby the geogame software and/or firmware of communications device 500,may be specified by one or more geogame players participating in theartillery simulation, or any combination thereof.

A target location portion of a geogaming packet may contain a geographicregion specified by the first player upon triggering a game element. Thegeographic region of the target location may be defined using theabove-disclosed techniques. In an embodiment, the target location may bedefined as an area enclosed by a radius extending from a crosshairdefined in the center of aiming reticle 514. In an artillery simulationgeogame, the target location of a virtual artillery shell may be equatedwith a damage effect area of the virtual artillery shell. The damageeffect area may be rendered within aiming reticle 514 as a circular areaenclosing a crosshair. In an embodiment, the geographic regioncorresponding to the target location may be defined as the areaencompassing the damage effect area. In another embodiment, thegeographic region corresponding to the target location may be defined asan area larger than, but still encompassing, the damage effect area. Bydefining geographic region corresponding to the target location to belarger than the damage effect area, communications devices participatingin the artillery simulation that are not located within the damageeffect area of the target location at the time the virtual shot istriggered, but may be nearby or moving towards it, may receive advancedwarning and change course or otherwise avoid the damage effect area.When a virtual artillery shell impacts within the geogame, other geogameassets such as other geogame players or other game elements locatedwithin the geographic region corresponding to the target location may beallotted a degree of virtual damage in accordance with the damage effectarea and/or other element characteristics of the virtual artilleryshell.

Mobile communications device 500 may also receive geogaming packetsindicative of game elements initiated by other geogame players. Forexample, a second player participating in the artillery simulationgeogame may use a second mobile communications device (not shown) totrigger a virtual artillery shell at the first player withcommunications device 500. In accordance with the triggering by thesecond player, communications device 500 may receive a geogame packetwith multiple portions comprising destination and sending addressportions, an element information portion, and a target location portion.The destination address portion may correspond to the geographic regioncorresponding to a virtual battlefield the artillery simulation is beingplayed on. The sending address portion may indicate a geographiclocation of the mobile communications device, associated with the secondplayer, that was the origin of the geogaming packet. Information aboutthe virtual artillery shell triggered by the second player, for exampleits virtual flight time to the target location, may be included in thetarget location information. The target location information maycomprise a geographic region corresponding to a virtual area of effectof the virtual artillery shell.

Mobile communications device 500 may receive this geogaming packet.Mobile communications device 500 may determine that the geogaming packetis associated with the artillery simulation geogame that mobilecommunications device 500 is participating in. Mobile communicationsdevice 500 may therefore process the packet in accordingly, determiningthat the geogaming packet describes an incoming virtual artillery shelltriggered by the second player and aimed at the target location. Inprocessing the geogaming packet, mobile communications device 500 mayrender an incoming shell indicator 518, corresponding to the targetlocation of the virtual shell triggered by the second player, on thedisplay 506. Mobile communications device 500 may track and renderindications of multiple game elements simultaneously. For example,incoming artillery shells originating from multiple geogame players maybe rendered on display 506 at the same time.

The element information portion of the second geogaming packet maycomprise a virtual flight time for the incoming virtual artillery shell.Alternatively, the virtual flight time of the incoming shell may becalculated by mobile communications device 500 based upon the elementinformation portion of the packet. At the expiration of the virtualflight time, the virtual artillery shell will cause a virtual impact atthe target location. If one or more geogame players are located withinthe geographic region corresponding to the target location at theexpiration of the virtual flight time, one or more respective successscoring events may be recorded. A success scoring event may beindicative of a hit by the virtual artillery shell. Successful scoringevents may have varying meaning or impact on gameplay, for example asuccessful scoring event may indicate a “hit” upon a geogame player, mayindicate the infliction of a prescribed amount of virtual damage uponthe geogame player and/or game elements, or may cause one or moregeogame players to be eliminated from the geogame.

The incoming shell indicator 518 currently overlaps player indication508, indicating that a success scoring event will be imposed upon thefirst player if he or she does not physically move beyond the range ofincoming shell indicator 518 before an expiration of the virtual flighttime of the virtual artillery shell. At the expiration of the virtualflight time of the incoming virtual artillery shell triggered by thesecond player, mobile communications device 500 may determine itscurrent physical location and compare its location with the geographicregion corresponding to the target location. At this point a scoringevent, either a “success” scoring event or a “failure” scoring event,may be recorded. If the geographic location of mobile communicationsdevice 500 is the same as, within, or overlaps the target location, asuccess scoring event corresponding to a “hit” may be recorded.Alternately, if the first player has succeeded in moving beyond thegeographic region corresponding to the target location, so that thegeographic location of mobile communications device 500 is not the sameas, within, or overlaps the target location, a failure scoring eventcorresponding to a “miss” may be recorded by mobile communicationsdevice 500. For example, a miss (i.e., failure) scoring event may berecorded against a geogame player who has triggered a virtual artilleryshell if no other participating geogame players are located within thetarget location designated for the virtual shell when it lands.

In an embodiment, recording a geogame scoring event, for example thefirst player 508 being hit by a virtual artillery shell triggered by thesecond player, comprises a physical recordation pertaining to thescoring event within a mobile communications device, for example themobile communications device 500 may store information pertaining to ascoring event in a memory area of the mobile communications device 500.In another embodiment, recording a scoring event may comprise a mobilecommunications device affecting a state change within geogame softwareand/or hardware on the mobile communications device. For example, in ageogame artillery simulation where several “hits” may be required tovirtually disable or destroy a player. Each successive hit may result ina series of respective state changes within geogame software and/orhardware of the mobile communications device corresponding to the playerwho is being hit. It should be noted that although geogaming scoringmechanisms are discussed herein with reference to an artillerysimulation embodiment, these scoring event mechanisms are alsoapplicable to any other type of geogame. An indication of the scoringevent may be rendered on display 506 (not shown). Mobile communicationsdevice 500 may also transmit a geogaming packet indicative of thescoring event. The packet may comprise multiple portions, such asdestination and sending address portions, and a scoring event portionindicating information about the scoring event. The destination addressportion may correspond to a geographic region comprising a virtualplaying field. The sending address portion may comprise the geographiclocation of mobile communications device 500 at the time the scoringevent packet is originally transmitted. The scoring event portion maycontain details of the scoring event, for example the geographiclocation of mobile communications device 500 when the virtual flighttime expired, whether the scoring event was a success or failure, etc.Geogame packets may be generated separately for each scoring event.Alternately, if multiple scoring events occurred simultaneously orwithin a relatively short timeframe, a single geogame packet may containmultiple scoring event portions, each detailing a particular scoringevent, or may comprise separate scoring event portions related to eachscoring event. Geogame scoring event packets may be formatted inaccordance with geotexting as discussed previously.

Mobile communications devices participating in geogames may alsoproactively discover scoring events. For example, the mobilecommunications device associated with the second player may transmit ageographic query message (“geoquery”) packet at the expiration of thevirtual flight time of the virtual artillery shell triggered by thesecond player. The geoquery packet may comprise multiple portions,including destination and sending address portions, and/or a geogameidentifier portion indicative of the packet's association with a geogamein progress. The destination address portion may define a geographicregion corresponding to the target location designated for the virtualartillery shell. The sending address portion may indicate the geographiclocation of the second player's mobile communications device when thegeoquery packet was originally sent. The geogame identifier portion mayact as a flag for receiving mobile communications devices, indicatingthat the packet is associated with an artillery simulation geogame, andmore particularly with a virtual artillery shell triggered by the secondplayer. The identifier portion allows receiving mobile communicationsdevices not participating in the respective geogame to disregardprocessing of the geoquery packet. Receiving mobile communicationsdevices participating in the geogame may, upon receiving the geoquerypacket, process the geoquery packet, determine their current location,compare it with the geographic region defined by the destination addressportion, and if the destination address portion and the current locationof the receiving mobile communications device overlap, transmit ageoquery response message packet.

A geoquery response message packet may comprise multiple portions,including a destination sending address defining a geographic regioncorresponding to a virtual playing field associated with the geogame, asending address portion indicative of the geographic location of thereceiving communications device at the time the geoquery message wasreceived, and/or a geogame identifier portion similar to that of thegeoquery packet. The geogame identifier portion may indicate that thegeoquery response message is intended for processing by the mobilecommunications device that transmitted the original geoquery messagepacket. The mobile communications device associated with the secondplayer may, upon receiving a geoquery response message, determinewhether a scoring event associated with the geoquery response hasalready been recorded. If such a scoring event has already beenrecorded, the geoquery response packet may be ignored and/or discarded.If a scoring event associated with the geoquery response has yet to berecorded, a scoring event may be recorded by the second player's mobilecommunications device, and a geogame message packet associated with thescoring event may be transmitted.

FIGS. 6A-6C depict an example embodiment of a catch and throw simulationgeogame using the disclosed systems and methods of multiplayer gamingvia geographic messaging. Mobile communications devices 600 and 602 areconfigured for wireless, scalable, multiplayer gaming using geographicmessages exchanged via a wireless geographic broadcast (“geocast”)protocol. Mobile communications devices 600 and/or 602 may controlfeatures and/or functions of the catch and throw geogame via controlfeatures of mobile communications devices 600 and/or 602, includingsoftware buttons 604, hardware buttons 606, a touch-sensitive display608, audible commands, physical translation and/or rotation of thecommunications devices 600 and/or 602 about a set of x, y, and z axes,or any combination thereof. Each of the mobile communications devices600 and 602 may display a rendered representation of a geographic regioncorresponding to a virtual playing field. The mobile communicationsdevices 600 and 602 may be participating in the geogame on a commonvirtual playing field, or each device may be participating via its owndistinct virtual playing field. The geographic regions may correspond toreal-world geographic locations. The representations may comprise astreet map, a relief map, a satellite image, a photograph, a 3Denvironment, a video feed, or any combination thereof. A representationof a virtual playing field may be overlaid with one or more additionalrepresentations, for example a respective player location 610 or 612,indicating positions of the mobile communications devices 600 and 602 onthe respective virtual playing fields. The representations on displays608 may be updated in real-time to reflect changes to the geographicregions representing the playing fields and/or virtual or real-worldlocation changes of geogame game elements and/or geogame playerscorresponding to the overlaid representations.

In FIG. 6A, mobile communications devices 600 and 602 are participatingin the catch and throw simulation, and are associated with a firstplayer and a second player respectively. Although the presentembodiments will be described with respect to two players, it should benoted that the catch and throw simulation geogame is scalable, and morethan two players can participate in a single geogame. In an embodimentof the catch and throw simulation geogame, gameplay is of an “every manfor himself” nature, and an objective is for each player to throw avirtual ball into an area of a playing field associated with an opposingplayer so that the opposing player can not “catch” the virtual ball. Ifthe opposing player does not catch the virtual ball, the throwing playerreceives a point. In an embodiment, a catch and throw geogame may beplayed until a player scores a predetermined number of points. Othervariations of the catch and throw simulation geogame, for exampleincluding teams of players working together, a geogame match comprisinga series of individual rounds played to a predetermined score, with avictor determined by a number of rounds won within the match, are alsopossible. It should be noted that these embodiments are merely examples,and the scope of the instant disclosure should not be limited thereto.

Returning to the example of FIG. 6A, a first player is associated withmobile communications device 600, and a second player is associated withmobile communications device 602. A catch and throw simulation geogamecan be formed and/or initiated using the techniques described above forthe artillery simulation geogame. At the outset of a catch and throwgeogame, a representation of a geographic region defined as a virtualplaying field may be rendered on displays 608 of communications devices600 and/or 602. The geographic region represented may correspond to anactual geographic location occupied by both the first and secondplayers. In such an embodiment, the first and second players would bothplay the geogame within the boundaries of the virtual playing field. Inanother embodiment, the first and second player may be in separategeographic locations, with each player bound by a virtual playing fieldof approximately the same size. In yet another embodiment the geographicregions corresponding to the virtual playing fields may be differentsizes for each player, for example as a means of handicapping one of theplayers.

The representation of the virtual playing field on each device may beoverlaid with a rendering of an indication of the physical location ofthe opposing player within the virtual playing field. A player 2indicator 610 may be rendered on the display of communications device600, indicating the current physical location of the second playerwithin the virtual playing field. Simultaneously, a player 1 indicator612 may be rendered on the display of communications device 602,indicating the current physical location of the first player within thevirtual playing field. An indication of a player's location within hisor her respective playing field may be rendered as well. For example,location indicator 614 may indicate the first player's location withinthe playing field on mobile communications device 600, and locationindicator 616 may indicate the second player's location within theplaying field on mobile communications device 602. Geogame scoreindicators 626 and 628 may be displayed on mobile communications devices600 and 602 respectively.

The location information pertaining to the first and second players maybe discovered by the respective mobile communications devices using anumber of techniques. In an embodiment, once all players have joined thegeogame, each mobile communications device participating in the game maydetermine its current geographic location using the location techniquesdescribed elsewhere herein and communicate the location informationusing a geogaming packet. For example, at the outset of a catch andthrow game between the first and second players, mobile communicationsdevice 600 may determine its current geographic location and communicatethat information to mobile communications device 602 via a geocastpacket. The packet may be comprised of multiple portions, including adestination address portion, a sending address portion, and a geogameindicator portion. The destination address portion may be defined inaccordance with a geographic region associated with the second playerearlier during geogame setup. The sending address portion may indicatethe physical location of the first player within the virtual playingfield, thereby enabling the rendering of player 1 indicator 612 on thedisplay of mobile communications device 602. The geogame indicatorportion may act as a flag for receiving mobile communications devices,indicating that the packet can be disregarded by mobile communicationsdevices not participating in the respective geogame. If the first andsecond players are not sharing a common virtual playing field, thepacket may also comprise a playing field portion defining the geographicregion corresponding to the virtual playing field that the first playerwill be playing the geogame on. A similar geogame packet may be createdand broadcast by mobile communications device 602, conveying thephysical location of the second player to mobile communications device600.

At the outset of a catch and throw game, match, or round, the player 1indicator 612 and the player 2 indicator 610 are each rendered with anindicator of a virtual ball 620 and 618 respectively. The virtual ballmay correspond to a dynamic game element. The game, match, or roundbegins when the first and/or second player initiates a virtual throw.

In an embodiment, the first player may initiate a virtual throw bycausing an aiming reticle 622 to be initiated and rendered on thedisplay of mobile communications device 600. The aiming reticle may beinitiated using any combination of the control features of mobilecommunications device 600 described above. For example the location ofthe aiming reticle 622 may be designated by the first player tapping acorresponding area on a touch-sensitive display of the mobilecommunications device 600. The rendered aiming reticle 622 may be usedby the first player to designate a target location for his or hervirtual throw. Similarly, the second player may cause aiming reticle 624to be initiated and rendered on the display of the mobile communicationsdevice 602. The designation of a target location for a virtual throw bythe first player may automatically trigger the game element 620corresponding to the first player's virtual ball to be thrown towards ageographic region corresponding to aiming reticle 622. Alternatively, avirtual throw may separately be triggered by the first player after thetarget location has been designated and/or adjusted via aiming reticle622. Alternative techniques for aiming and/or initiating a virtual throwmay also be used. For example, in another embodiment, the first playermay flick the wrist of the hand holding the mobile communications device600 to initiate a throw. An accelerometer within the mobilecommunications device 600 may measure interpret this movement anddetermine various aspects related to the first player's intended throw,such as the direction of the throw, the speed of the throw, the intendedarc of the virtual ball, spin intended to be imparted to the virtualball, and the like. The results of this interpretation may be used todefine a target location for the virtual throw, which may be rendered onthe mobile communications device 600 via the aiming reticle 622. Itshould be noted that the techniques for aiming a virtual elementdisclosed herein are merely examples, and the scope of the instantdisclosure should not be limited thereto.

When the first and/or second player has triggered a virtual throwtowards a designated target location, mobile communications devices 600and/or 602 may each compose a geographic gaming message comprising ageogaming packet identifying the game element corresponding to thethrown virtual balls 618 and/or 620 respectively for transmission toother geogame players participating in the catch and throw simulation.The geogaming packets may each contain several portions, for example adestination address portion, a sending address portion, an elementinformation portion, and a target location portion. In an embodiment,the destination addressing portion may define a geographic regioncorresponding to the respective virtual playing field. In an anotherembodiment, the geographic region may be defined to be larger than thevirtual playing field. Defining the geographic region to be larger thanthe virtual playing field may ensure that a geogaming message will bereceived by communications devices that may not be within the boundariesof the playing field at the time when the geogaming message istransmitted, for example a geogame player who is not located within theboundaries of the geogame (e.g., is “out of bounds”) or geogamespectators who may be observing the geogame from beyond the boundariesof the virtual playing field, either live or via their own mobilecommunications devices. The sending address portion may indicate ageographic location for each of mobile communications devices 600 and/or602 at the time the geogaming packets were originally transmitted.

An element information portion may contain characteristics of therespective virtual balls 618 and 620, such as its virtual flight time toa respective target location, its virtual physical characteristics, etc.For example, one characteristic of a virtual ball may be a virtualflight time of the virtual ball between the location of a firingcommunications device when the virtual throw was triggered, and thetarget location designated by the respective player. The virtual flighttime may be calculated by the triggering communications device prior totransmitting the geogaming packet. The virtual flight time may becalculated by the triggering communications device using other virtualelement characteristics (e.g., size, weight, and shape, of the virtualball) and/or real-world variables (temperature, humidity, wind speed,wind direction, the Coriolis effect, etc.). The element characteristicsand/or variables used in the calculation may be selected by the geogamesoftware and/or firmware of the respective mobile communicationsdevices, may be specified by one or more geogame players participatingin the catch and throw simulation, or any combination thereof.

A target location portion of a geogaming packet may contain a geographicregion specified by a respective player upon triggering a game element.The geographic region of the target location may be defined using theabove-disclosed techniques. In an embodiment, the target location may bedefined as an area enclosed by a radius extending from a crosshairdefined in the center of aiming reticles 622 and 624. In anotherembodiment, the target location may be defined by interpreting motionrecorded by accelerometers within either of the mobile communicationdevices 600 and/or 602.

FIG. 6B depicts a state of the catch and throw geogame between the firstand second players after each player has made a virtual throw. Mobilecommunications device 600 has received a geogaming packet indicative ofthe throw of virtual ball 618 by the second player. An indication of thetarget location 624 of virtual ball 618 may be rendered on the displayof mobile communications device 600. The player 2 indicator 610 andlocation indicator 614 have been re-rendered on the display based onphysical movements of players one and two on the respective virtualplaying field. A representation of the virtual ball 620 on a flight pathfrom the location of the throw by the first player to the targetlocation 622 may also be rendered, along with a representation of thevirtual ball 618 on a flight path (not shown) from the location of thethrow by the second player to the target location 624. The variousrepresentations of the player 2 indicator 610, the location indicator614, and the virtual balls 620 and/or 618 may be periodicallyre-rendered to reflect respective geographic position changes. Thefrequency of re-rendering the representations may be based on thereceipt of additional geogame packets comprising updated locationinformation, calculations of virtual flight times and/or virtual flightpath trajectories, or a combination thereof. Mobile communicationsdevice 602 may render representations of player 1 indicator 612,location indicator 616, target location 624, virtual ball 618 and/orvirtual ball 620, in a fashion similar to that of mobile communicationsdevice 600. Mobile communications devices 600 and 602 may track and/orrender indications of multiple game elements associated with multiplegeogame players simultaneously. For example, virtual balls thrown bymultiple geogame players may be simultaneously rendered on the displaysof mobile communications devices 600 and/or 602.

FIG. 6C depicts the end of the example catch and throw geogame round.The virtual flight times of virtual balls 618 and 620 have expired, andthe virtual balls have arrived at their respective target locations 624and 622. At the expiration of the flight time of virtual ball 618,mobile communications device 600 may determine its current geographiclocation and compare it to the target location 624 that virtual ball 618was thrown to by the second player. Here the geographic location ofmobile communications device 600 does not overlap target location 624,indicating that the first player has not succeeded in physically gettingto the target location 624 of virtual ball 618 in order to “catch” theball. Updated location information rendered on the display of mobilecommunications device 600 depicts that the virtual ball 618 thrown bythe second player has arrived at the target location 624 before thefirst player, represented by location indicator 614, could reach thetarget location 624. Accordingly, a “miss” scoring event is recorded forthe first player. At the expiration of the flight time of virtual ball620, mobile communications device 602 may determine its currentgeographic location and compare it to the target location 622 thatvirtual ball 620 was thrown to by the first player. Here the geographiclocation of mobile communications device 602 overlaps and significantlycorresponds to target location 622, indicating that the second playerhas succeeded in physically getting to the target location 622 ofvirtual ball 620 in order to “catch” the ball. Updated locationinformation rendered on the display of mobile communications device 602depicts that the second player, represented by location indicator 616,has arrived at the target location 622 before or coincidentally with thevirtual ball 620 thrown by the first player. Accordingly, a “catch”scoring event is recorded for the second player.

A geogame scoring event, for example the first player missing virtualball 618 and/or the second player catching virtual ball 620, may berecorded within the geogame by mobile communications devices 600 and/or602. Indications of geogame scoring events may be rendered on thedisplays 608 of either mobile communications device 600 and/or 602.Mobile communications devices 600 and/or 602 may also transmit geogamingpackets indicative of scoring events. A geogaming scoring event packetmay comprise multiple portions, such as destination and sending addressportions, and a scoring event portion indicating information about thescoring event. In an embodiment, the destination addressing portion maydefine a geographic region corresponding to the respective virtualplaying field. In an another embodiment, the geographic region may bedefined to be larger than the virtual playing field. Defining thegeographic region to be larger than the virtual playing field may ensurethat a geogaming scoring event message will be received bycommunications devices that may not be within the boundaries of theplaying field at the time when the scoring message is transmitted, forexample a geogame player who is not located within the boundaries of thegeogame (e.g., is “out of bounds”) or geogame spectators who may beobserving the geogame from beyond the boundaries of the virtual playingfield, either live or via their own mobile communications devices. Thesending address portion may comprise the geographic location of thesending mobile communications device at the time the scoring eventpacket is originally transmitted. The scoring event portion may containdetails of the scoring event, for example the mobile communicationsdevice 602 may indicate its geographic location with respect to targetlocation 622 at the expiration of the virtual flight time of virtualball 620. Similarly, mobile communications device 600 may indicate itsgeographic location with respect to target location 624 at theexpiration of the virtual flight time of virtual ball 618. Geogamescoring event packets may be generated separately for each scoringevent. Alternately, if multiple scoring events occur simultaneously orwithin a relatively short timeframe, a single geogame packet may containmultiple scoring event portions, each detailing a particular scoringevent, or may comprise separate scoring event portions related to eachscoring event. Geogame scoring event packets may be formatted inaccordance with geotexting as discussed previously. Indications ofgeogame scoring events may be rendered on the displays of mobilecommunications device 600 and/or 602. For example, mobile communicationsdevice 600 may render scoring indicator 626 to display “0-1,” reflectingthat the first player has not yet scored a catch and that the secondplayer has scored one catch. Similarly, mobile communications device 602may render scoring indicator 628 to display “1-0,” reflecting that thesecond player has scored one catch and that the first player has not yetscored a catch.

Mobile communications devices 600 and 602 may independently verifyscoring events using similar techniques to those discussed withreference to FIG. 5. For example, at the expiration of the flight timeof virtual ball 620, the mobile communications device 600 may transmit ageographic query packet (“geoquery”). A geographic query response packetfrom mobile communications device 602 may verify its location at theexpiration of the flight time of virtual ball 620. Mobile communicationsdevice 602 may transmit a similar geoquery packet at the expiration ofthe flight time of virtual ball 618, intended to verify the location ofmobile communications device 600 at that time. The mobile communicationsdevices 600 and/or 602, upon receiving geoquery response packets, maydetermine whether scoring events associated with the respective geoqueryresponses have already been recorded. If corresponding scoring eventshave already been recorded, the geoquery response packets may be ignoredand/or discarded. If corresponding scoring events have yet to berecorded, the respective mobile communications devices may recordscoring events and transmit geogame message packets associated with thescoring events.

FIGS. 7A-7B depict an example embodiment of implementing areconnaissance simulation geogame element (“recon element”) using thedisclosed systems and methods of multiplayer gaming via geocastmessaging. A recon element may be used to conduct “scans” of a virtualor real-world playing field, thus simulating the behavior of areal-world unmanned aerial vehicle (“UAV”) equipped with detectionequipment such as down-looking optics. A recon element may beimplemented within a geogame simulation, such as the artillerysimulation described with reference to FIG. 5. Alternatively, a reconelement may be integrated with games that are traditionallynon-networked in nature, such as paintball or laser tag. Mobilecommunications device 700 is configured for wireless, scalable,multiplayer gaming using geographic messages exchanged via a wirelessgeographic broadcast (“geocast”) protocol. A reconnaissance geogameelement may be controlled via control features of mobile communicationsdevice 700, including software buttons 702, hardware buttons 704, atouch-sensitive display 706, audible commands, physical translationand/or rotation of the communications device 700 about a set of x, y,and z axes, or any combination thereof. A displayed representation of ageographic region corresponding to a virtual playing field may berendered on display 706. The geographic region may correspond to areal-world geographic location. The representation may comprise a streetmap, a relief map, a satellite image, a photograph, a 3D environment, avideo feed, or any combination thereof. The playing field representationmay be overlaid with one or more additional representations, for examplea player location 708 indicating a position of communications device 700on the virtual playing field. The representations on display 706 may beupdated in real-time to reflect changes to the geographic regionrepresenting the playing field and/or virtual or real-world locationchanges of geogame game elements and/or geogame players corresponding tothe overlaid representations.

A recon element may be invoked by a geogame player through the use ofany combination of the control features of mobile communications device700 described above. For example, a user of the mobile communicationsdevice 700 may invoke a recon element by tapping a finger on thetouch-sensitive display 706 of the mobile communications device 700.Once invoked, a recon indicator 710 representing the location of therecon element in relation to a virtual playing field may be rendered ondisplay 706. The location at which a recon element appears when invokedby a user of mobile communications device 700 may be selected by theuser, determined by geogame software and/or hardware, or a combinationthereof. A scanning area 712 may optionally be rendered with reconindicator 710. In an embodiment, a scanning area may comprise ageographic region defined by a scan radius (not shown) extending fromand encircling the geographic location of the recon element. In anembodiment, the length of the scan radius, and thus the size of thescanning area 712, may be a pre-defined or default setting withingeogame software and/or hardware, may be agreed-to or otherwise definedby one or more geogame players, or any combination thereof. The scanarea may also comprise a volume if an altitude value is assigned to therecon element. In another embodiment, the scanning radius may bedynamically controlled and/or adjusted by a geogame player during gameplay. For example, directing the recon element to fly at a higheraltitude may provide a larger scan area, but at a lower resolution.

The geographic location of a recon element may be dynamic, allowing itto be moved around a virtual and/or real-world playing field based oncommands issued by a user of mobile communications device 700. Movementof the recon element may be initiated by a user of mobile communicationsdevice 700 designating a waypoint corresponding to a new physicallocation for the recon element. The waypoint may comprise a point in twodimensional, or three dimensional, space. A waypoint may be designatedby a user through the use of any combination of the control features ofmobile communications device 700 described above. A waypoint indicator714 representing the geographic location designated for the waypoint maybe rendered on display 706. An indication of the scanning area at thewaypoint 716 may optionally be rendered in combination with the waypointindicator 714. The designation of a waypoint location for a reconelement may automatically trigger the movement of the recon element fromits existing geographic location to the waypoint geographic location.Alternatively, movement of the recon element from its existing locationto the waypoint may separately be triggered by a user of mobilecommunications device 700 after the waypoint location has beendesignated and/or adjusted via waypoint indicator 714.

Once a user of mobile communications device 700 has designated awaypoint represented by waypoint indicator 714, a virtual travel timefor the recon element may be calculated. The virtual travel time maysimulate time required for a real-world recon element to travel betweenthe current geographic location of the recon element and the geographiclocations corresponding to the waypoint. The virtual travel time may becalculated by the mobile communications device 700 based upon thedistance between the current geographic location of the recon elementand the geographic location of the waypoint, and using virtual elementcharacteristics (e.g., size, weight, and flight characteristics of thevirtual recon element) and/or real-world variables (temperature,humidity, wind speed, wind direction, weather, etc.). The ability of therecon element to scan may be disabled by the geogame software and/orhardware while it is moving to a designated waypoint location. Thus, therecon element may be unusable for a designated period of time equivalentto the virtual travel time once movement to a waypoint has beentriggered. In another embodiment, the recon element will be available toconduct scans along a virtual flight path between its previousgeographic location and a designated waypoint location. In yet anotherembodiment, a flight pattern (not shown) for the recon element may bedesignated by a user of mobile communications device 700. For example, acircular flight pattern centered on a waypoint may be designated. Whensuch a flight pattern is designated the recon element, upon reaching thewaypoint, may continuously follow a circular virtual flight pathcentered on the waypoint, conducting scans periodically at points alongthe flight path, until a new waypoint is designated. The radius of sucha flight path from the waypoint may be determined by the geogamesoftware and/or hardware, specified by the user of the mobilecommunications device 700, or a combination thereof.

FIG. 7B depicts a virtual scan being performed by the recon element atthe designated waypoint. A virtual scan may be implemented bytransmitting a geographic query message packet (“geoquery”) to ageographic region encompassing the scanning area 718. The geoquerypacket may comprise multiple portions, including destination and sendingaddress portions, and/or a geogame identifier portion indicative of thepacket's association with a geogame in progress. In an embodiment, thedestination address portion may define a geographic region correspondingto the scanning area 718. In another embodiment, the geographic regiondefined by the destination address portion may be an area larger than,but still encompassing, the scanning area 718. By defining thegeographic region to be larger than the scanning area, communicationsdevices participating in the simulation that are not located within thescanning area at the time the geoquery message is sent but may be movingtowards it, may be included within the simulation. For example, if aresolution and/or focus change is being simulated for the recon element,a communications device moving at a high rate of speed may be tracked asit enters the larger area and eventually the scanning area during adelay associated with the simulated resolution and/or focus change. Thesending address portion may indicate the virtual geographic location ofthe recon element when the geoquery packet was originally sent. Thegeogame identifier portion may act as a flag for receiving mobilecommunications devices, indicating that the packet is associated with areconnaissance simulation geogame, and more particularly a virtual scanfrom a recon element associated with mobile communications device 700.The identifier portion allows receiving mobile communications devicesnot participating in the respective geogame to disregard processing ofthe geoquery packet. Receiving mobile communications devicesparticipating in the geogame may, upon receiving the geoquery packet,process the geoquery packet, determine their current geographiclocation, compare it with the geographic region defined by thedestination address portion, and if the destination address portion andthe current geographic location of the receiving mobile communicationsdevice overlap, transmit a geoquery response message packet.

In an embodiment, a geoquery response message packet may comprisemultiple portions, including a destination address portion defining ageographic region corresponding to a virtual playing field associatedwith the geogame, a sending address portion indicative of the geographiclocation of the receiving communications device at the time the geoquerymessage was received, and/or a scan response portion. The scan responseportion may indicate that the geoquery response message is intended forprocessing by mobile communications device 700, and may indicate whetherthe receiving mobile communications device is associated with a friendor foe of the user of mobile communications device 700. In anotherembodiment, a geoquery response message may be formatted and/ortransmitted using a form of connectivity other than geographicbroadcasting, for example an IP addressed packet received via theInternet.

If mobile communications devices associated with other geogame playersparticipating in the respective geogame are located within thegeographic region corresponding to the scanning area 718, mobilecommunications device 700 may receive geoquery response packets fromthose mobile communications devices. By processing the geoquery responsepackets, the mobile communications device 700 may determine whether theusers of the responding mobile communications devices are friends orfoes of the user of the mobile communications device 700. The geographiclocations of the responding mobile communications devices may berendered on the display 706 as friend or foe indicators 720. It shouldbe noted that the dots are used in FIG. 7B to represent the friend orfoe indicators 720 are merely example indicators, and the scope of theinstant disclosure should not be limited thereto. Indicators ofdifferent shapes, sizes, colors, and/or behaviors could be used todistinguish a friend from a foe on display 706.

FIG. 8 is a block diagram of an example communications device 800configured to communicate in an ad hoc network of communications devicesin accordance with a scalable wireless geocast protocol. In an exampleconfiguration, communications device 800 is a mobile wireless device.The communications device can comprise any appropriate device, examplesof which include a portable computing device, such as a laptop, apersonal digital assistant (“PDA”), a portable phone (e.g., a cell phoneor the like, a smart phone, a video phone), a portable email device, aportable gaming device, a TV, a DVD player, portable media player,(e.g., a portable music player, such as an MP3 player, a walkmans,etc.), a portable navigation device (e.g., GPS compatible device, A-GPScompatible device, etc.), or a combination thereof. The communicationsdevice 800 can include devices that are not typically thought of asportable, such as, for example, a public computing device, a navigationdevice installed in-vehicle, a set top box, or the like. Thecommunications device 800 can include non-conventional computingdevices, such as, for example, a kitchen appliance, a motor vehiclecontrol (e.g., steering wheel), etc., or the like.

The communications device 800 can include any appropriate device,mechanism, software, and/or hardware for communication in an ad hocnetwork of communications devices in accordance with a scalable wirelessgeocast protocol as described herein. In an example embodiment, theability to communicate in an ad hoc network of communications devices inaccordance with a scalable wireless geocast protocol is a feature of thecommunications device 800 that can be turned on and off. Thus, an ownerof the communications device 800 can opt-in or opt-out of thiscapability.

In an example configuration, the communications device 800 comprises aprocessing portion 802, a memory portion 804, an input/output portion806, and a user interface (UI) portion 808. It is emphasized that theblock diagram depiction of communications device 800 is exemplary andnot intended to imply a specific implementation and/or configuration.For example, in an example configuration, the communications device 800comprises a cellular phone and the processing portion 802 and/or thememory portion 804 are implemented, in part or in total, on a subscriberidentity module (SIM) of the communications device. In another exampleconfiguration, the communications device 800 comprises a laptopcomputer. The laptop computer can include a SIM, and various portions ofthe processing portion 802 and/or the memory portion 804 can beimplemented on the SIM, on the laptop other than the SIM, or anycombination thereof.

The processing portion 802, memory portion 804, and input/output portion806 are coupled together to allow communications therebetween. Invarious embodiments, the input/output portion 806 comprises a receiverof the communications device 800, a transmitter of the communicationsdevice, or a combination thereof. The input/output portion 806 iscapable of receiving and/or providing information pertaining tocommunication in an ad hoc network of communications devices inaccordance with a scalable wireless geocast protocol as described above.For example, the input/output portion 806 is capable of receiving and/orsending a message containing geographic information pertaining to ageogaming region, geogaming message content, and the like, as describedherein. In an example embodiment, the input/output portion is capable ofreceiving and/or sending information to determine a location of thecommunications device. In an example configuration, the input\outputportion 806 comprises a GPS receiver. In various configurations, theinput/output portion can receive and/or provide information via anyappropriate means, such as, for example, optical means (e.g., infrared),electromagnetic means (e.g., RF, Wi-Fi, Bluetooth®, ZigBee™, etc.),acoustic means (e.g., speaker, microphone, ultrasonic receiver,ultrasonic transmitter), or a combination thereof.

The processing portion 802 is capable of performing functions pertainingto communicating in an ad hoc network of communications devices inaccordance with a scalable wireless geocast protocol as described above.For example, the processing portion 802 is capable of determiningmessage content, such as location information, geogaming messagecontent, whether the communications device has previously received thesame message at least a predetermined number of times, whether a sendingcommunications device is closer than a minimum distance away, whetherthe communications device is closer to the center of a geocast regionthan any sending communications device from which a message wasreceived, or the like, as described above. Message content can comprisetext, maps, audio, video, pictures, graphics, images, multimedia, linksto downloadable information, or any combination thereof.

In a basic configuration, the communications device 800 can include atleast one memory portion 804. The memory portion can store anyinformation utilized in conjunction with communicating in an ad hocnetwork of communications devices in accordance with a scalable wirelessgeocast protocol as described above. For example, the memory portion 804is capable of storing information pertaining to a location of acommunications device, a location of a geocast region, a content type,the number of times a message has previously been received by thecommunications device, whether a sending communications device is closerthan a minimum distance, whether the communications device is closer tothe center of a geocast region than any sending communications devicefrom which a message was received, or a combination thereof, asdescribed above. Depending upon the exact configuration and type ofprocessor, the memory portion 804 can be volatile (such as some types ofRAM), non-volatile (such as ROM, flash memory, etc.), or a combinationthereof. The mobile communications device 800 can include additionalstorage (e.g., removable storage and/or non-removable storage)including, but not limited to, tape, flash memory, smart cards, CD-ROM,digital versatile disks (DVD) or other optical storage, magneticcassettes, magnetic tape, magnetic disk storage or other magneticstorage devices, universal serial bus (USB) compatible memory, or anyother medium which can be used to store information and which can beaccessed by the mobile communications device.

The communications device 800 also can contain a user interface (UI)portion 808 allowing a user to communicate with the communicationsdevice. The UI portion is capable of rendering any information utilizedin conjunction with communicating in an ad hoc network of communicationsdevices in accordance with a scalable wireless geocast protocol asdescribed above. For example, the UI portion can render geogamingmessage content or the like, as described above. The UI portion canprovide the ability to control the communications device, via, forexample, buttons, soft keys, voice actuated controls, a touch screen,movement of the communications device, visual cues (e.g., moving a handin front of a camera integrated in the communications device (notshown)), or the like. The UI portion can provide visual information(e.g., via a display), audio information (e.g., via speaker),mechanically (e.g., via a vibrating mechanism), or a combinationthereof. In various configurations, the UI portion 808 can comprise adisplay, a touch screen, a keyboard, an accelerometer, a motiondetector, a speaker, a microphone, a camera, a tilt sensor, or anycombination thereof. The UI portion 808 can comprise means for inputtingbiometric information, such as, for example, fingerprint information,retinal information, voice information, and/or facial characteristicinformation.

Although not necessary to implement communications in an ad hoc networkof communications devices in accordance with a scalable wireless geocastprotocol, the communications device 800 can be part of and/or incommunications with various wireless communications networks and/ornetwork components. Some of which are described below.

FIG. 9 depicts an example packet-based mobile cellular networkenvironment, such as a GPRS network, in which communications in an adhoc network of communications devices in accordance with a scalablewireless geocast protocol can be implemented. In the examplepacket-based mobile cellular network environment shown in FIG. 9, thereare a plurality of Base Station Subsystems (“BSS”) 900 (only one isshown), each of which comprises a Base Station Controller (“BSC”) 902serving a plurality of Base Transceiver Stations (“BTS”) such as BTSs904, 906, and 908. BTSs 904, 906, 908, etc. are the access points whereusers of packet-based mobile devices become connected to the wirelessnetwork. In exemplary fashion, the packet traffic originating from userdevices is transported via an over-the-air interface to a BTS 908, andfrom the BTS 908 to the BSC 902. Base station subsystems, such as BSS900, are a part of internal frame relay network 910 that can includeService GPRS Support Nodes (“SGSN”) such as SGSN 912 and 914. Each SGSNis connected to an internal packet network 920 through which a SGSN 912,914, etc. can route data packets to and from a plurality of gateway GPRSsupport nodes (GGSN) 922, 924, 926, etc. As illustrated, SGSN 914 andGGSNs 922, 924, and 926 are part of internal packet network 920. GatewayGPRS serving nodes 922, 924 and 926 mainly provide an interface toexternal Internet Protocol (“IP”) networks such as Public Land MobileNetwork (“PLMN”) 950, corporate intranets 940, or Fixed-End System(“FES”) or the public Internet 930. As illustrated, subscriber corporatenetwork 940 may be connected to GGSN 924 via firewall 932; and PLMN 950is connected to GGSN 924 via boarder gateway router 934. The RemoteAuthentication Dial-In User Service (“RADIUS”) server 942 may be usedfor caller authentication when a user of a mobile cellular device callscorporate network 940.

Generally, there can be a several cell sizes in a GSM network, referredto as macro, micro, pico, femto and umbrella cells. The coverage area ofeach cell is different in different environments. Macro cells can beregarded as cells in which the base station antenna is installed in amast or a building above average roof top level. Micro cells are cellswhose antenna height is under average roof top level. Micro-cells aretypically used in urban areas. Pico cells are small cells having adiameter of a few dozen meters. Pico cells are used mainly indoors.Femto cells have the same size as pico cells, but a smaller transportcapacity. Femto cells are used indoors, in residential or small businessenvironments. On the other hand, umbrella cells are used to covershadowed regions of smaller cells and fill in gaps in coverage betweenthose cells.

FIG. 10 illustrates an architecture of a typical GPRS network in whichcommunications in an ad hoc network of communications devices inaccordance with a scalable wireless geocast protocol can be implemented.The architecture depicted in FIG. 10 is segmented into four groups:users 1050, radio access network 1060, core network 1070, andinterconnect network 1080. Users 1050 comprise a plurality of end users.Note: device 1012 is referred to as a mobile subscriber in thedescription of the network shown in FIG. 10. In an example embodiment,the device depicted as mobile subscriber 1012 comprises a communicationsdevice (e.g., communications device 800). Radio access network 1060comprises a plurality of base station subsystems such as BSSs 1062,which include BTSs 1064 and BSCs 1066. Core network 1070 comprises ahost of various network elements. As illustrated in FIG. 10, corenetwork 1070 may comprise Mobile Switching Center (“MSC”) 1071, ServiceControl Point (“SCP”) 1072, gateway MSC 1073, SGSN 1076, Home LocationRegister (“HLR”) 1074, Authentication Center (“AuC”) 1075, Domain NameServer (“DNS”) 1077, and GGSN 1078. Interconnect network 1080 alsocomprises a host of various networks and other network elements. Asillustrated in FIG. 10, interconnect network 1080 comprises PublicSwitched Telephone Network (“PSTN”) 1082, Fixed-End System (“FES”) orInternet 1084, firewall 1088, and Corporate Network 1089.

A mobile switching center can be connected to a large number of basestation controllers. At MSC 1071, for instance, depending on the type oftraffic, the traffic may be separated in that voice may be sent toPublic Switched Telephone Network (“PSTN”) 1082 through Gateway MSC(“GMSC”) 1073, and/or data may be sent to SGSN 1076, which then sendsthe data traffic to GGSN 1078 for further forwarding.

When MSC 1071 receives call traffic, for example from BSC 1066, it sendsa query to a database hosted by SCP 1072. The SCP 1072 processes therequest and issues a response to MSC 1071 so that it may continue callprocessing as appropriate.

The HLR 1074 is a centralized database for users to register to the GPRSnetwork. HLR 1074 stores static information about the subscribers suchas the International Mobile Subscriber Identity (“IMSI”), subscribedservices, and a key for authenticating the subscriber. HLR 1074 alsostores dynamic subscriber information such as the current location ofthe mobile subscriber. Associated with HLR 1074 is AuC 1075. AuC 1075 isa database that contains the algorithms for authenticating subscribersand includes the associated keys for encryption to safeguard the userinput for authentication.

In the following, depending on context, the term “mobile subscriber”sometimes refers to the end user and sometimes to the actual portabledevice, such as a mobile device, used by an end user of the mobilecellular service. When a mobile subscriber turns on his or her mobiledevice, the mobile device goes through an attach process by which themobile device attaches to an SGSN of the GPRS network. In FIG. 10, whenthe mobile subscriber 1012 initiates the attach process by turning onthe network capabilities of the mobile device, an attach request is sentby mobile subscriber 1012 to SGSN 1076. The SGSN 1076 queries anotherSGSN, to which mobile subscriber 1012 was attached before, for theidentity of mobile subscriber 1012. Upon receiving the identity ofmobile subscriber 1012 from the other SGSN, SGSN 1076 requests moreinformation from mobile subscriber 1012. This information is used toauthenticate mobile subscriber 1012 to SGSN 1076 by HLR 1074. Onceverified, SGSN 1076 sends a location update to HLR 1074 indicating thechange of location to a new SGSN, in this case SGSN 1076. HLR 1074notifies the old SGSN, to which mobile subscriber 1012 was attachedbefore, to cancel the location process for mobile subscriber 1012. HLR1074 then notifies SGSN 1076 that the location update has beenperformed. At this time, SGSN 1076 sends an Attach Accept message tomobile subscriber 1012, which in turn sends an Attach Complete messageto SGSN 1076.

After attaching itself with the network, mobile subscriber 1012 thengoes through the authentication process. In the authentication process,SGSN 1076 sends the authentication information to HLR 1074, which sendsinformation back to SGSN 1076 based on the user profile that was part ofthe user's initial setup. The SGSN 1076 then sends a request forauthentication and ciphering to mobile subscriber 1012. The mobilesubscriber 1012 uses an algorithm to send the user identification (ID)and password to SGSN 1076. The SGSN 1076 uses the same algorithm andcompares the result. If a match occurs, SGSN 1076 authenticates mobilesubscriber 1012.

Next, the mobile subscriber 1012 establishes a user session with thedestination network, corporate network 1089, by going through a PacketData Protocol (“PDP”) activation process. Briefly, in the process,mobile subscriber 1012 requests access to the Access Point Name (“APN”),for example, UPS.com, and SGSN 1076 receives the activation request frommobile subscriber 1012. SGSN 1076 then initiates a Domain Name Service(“DNS”) query to learn which GGSN node has access to the UPS.com APN.The DNS query is sent to the DNS server within the core network 1070,such as DNS 1077, which is provisioned to map to one or more GGSN nodesin the core network 1070. Based on the APN, the mapped GGSN 1078 canaccess the requested corporate network 1089. The SGSN 1076 then sends toGGSN 1078 a Create Packet Data Protocol (“PDP”) Context Request messagethat contains necessary information. The GGSN 1078 sends a Create PDPContext Response message to SGSN 1076, which then sends an Activate PDPContext Accept message to mobile subscriber 1012.

Once activated, data packets of the call made by mobile subscriber 1012can then go through radio access network 1060, core network 1070, andinterconnect network 1080, in a particular fixed-end system or Internet1084 and firewall 1088, to reach corporate network 1089.

FIG. 11 illustrates an example GSM/GPRS/IP multimedia networkarchitecture within which communications in an ad hoc network ofcommunications devices in accordance with a scalable wireless geocastprotocol can be implemented. As illustrated, the architecture of FIG. 11includes a GSM core network 1101, a GPRS network 1130 and an IPmultimedia network 1138. The GSM core network 1101 includes a MobileStation (MS) 1102, at least one Base Transceiver Station (BTS) 1104 anda Base Station Controller (BSC) 1106. The MS 1102 is physical equipmentor Mobile Equipment (ME), such as a mobile phone or a laptop computerthat is used by mobile subscribers, with a Subscriber Identity Module(SIM) or a Universal Integrated Circuit Card (UICC). The SIM or UICCincludes an International Mobile Subscriber Identity (IMSI), which is aunique identifier of a subscriber. The BTS 1104 is physical equipment,such as a radio tower, that enables a radio interface to communicatewith the MS. Each BTS may serve more than one MS. The BSC 1106 managesradio resources, including the BTS. The BSC may be connected to severalBTSs. The BSC and BTS components, in combination, are generally referredto as a base station subsystem (BSS) or radio access network (RAN) 1103.

The GSM core network 1101 also includes a Mobile Switching Center (MSC)1108, a Gateway Mobile Switching Center (GMSC) 1110, a Home LocationRegister (HLR) 1112, Visitor Location Register (VLR) 1114, anAuthentication Center (AuC) 1116, and an Equipment Identity Register(EIR) 1118. The MSC 1108 performs a switching function for the network.The MSC also performs other functions, such as registration,authentication, location updating, handovers, and call routing. The GMSC1110 provides a gateway between the GSM network and other networks, suchas an Integrated Services Digital Network (ISDN) or Public SwitchedTelephone Networks (PSTNs) 1120. Thus, the GMSC 1110 providesinterworking functionality with external networks.

The HLR 1112 is a database that contains administrative informationregarding each subscriber registered in a corresponding GSM network. TheHLR 1112 also contains the current location of each MS. The VLR 1114 isa database that contains selected administrative information from theHLR 1112. The VLR contains information necessary for call control andprovision of subscribed services for each MS currently located in ageographical area controlled by the VLR. The HLR 1112 and the VLR 1114,together with the MSC 1108, provide the call routing and roamingcapabilities of GSM. The AuC 1116 provides the parameters needed forauthentication and encryption functions. Such parameters allowverification of a subscriber's identity. The EIR 1118 storessecurity-sensitive information about the mobile equipment.

A Short Message Service Center (SMSC) 1109 allows one-to-one ShortMessage Service (SMS) messages to be sent to/from the MS 1102. A PushProxy Gateway (PPG) 1111 is used to “push” (i.e., send without asynchronous request) content to the MS 1102. The PPG 1111 acts as aproxy between wired and wireless networks to facilitate pushing of datato the MS 1102. A Short Message Peer to Peer (SMPP) protocol router 1113is provided to convert SMS-based SMPP messages to cell broadcastmessages. SMPP is a protocol for exchanging SMS messages between SMSpeer entities such as short message service centers. The SMPP protocolis often used to allow third parties, e.g., content suppliers such asnews organizations, to submit bulk messages.

To gain access to GSM services, such as speech, data, and short messageservice (SMS), the MS first registers with the network to indicate itscurrent location by performing a location update and IMSI attachprocedure. The MS 1102 sends a location update including its currentlocation information to the MSC/VLR, via the BTS 1104 and the BSC 1106.The location information is then sent to the MS's HLR. The HLR isupdated with the location information received from the MSC/VLR. Thelocation update also is performed when the MS moves to a new locationarea. Typically, the location update is periodically performed to updatethe database as location updating events occur.

The GPRS network 1130 is logically implemented on the GSM core networkarchitecture by introducing two packet-switching network nodes, aserving GPRS support node (SGSN) 1132, a cell broadcast and a GatewayGPRS support node (GGSN) 1134. The SGSN 1132 is at the same hierarchicallevel as the MSC 1108 in the GSM network. The SGSN controls theconnection between the GPRS network and the MS 1102. The SGSN also keepstrack of individual MS's locations and security functions and accesscontrols.

A Cell Broadcast Center (CBC) 1135 communicates cell broadcast messagesthat are typically delivered to multiple users in a specified area. CellBroadcast is one-to-many geographically focused service. It enablesmessages to be communicated to multiple mobile phone customers who arelocated within a given part of its network coverage area at the time themessage is broadcast.

The GGSN 1134 provides a gateway between the GPRS network and a publicpacket network (PDN) or other IP networks 1136. That is, the GGSNprovides interworking functionality with external networks, and sets upa logical link to the MS through the SGSN. When packet-switched dataleaves the GPRS network, it is transferred to an external TCP-IP network1136, such as an X.25 network or the Internet. In order to access GPRSservices, the MS first attaches itself to the GPRS network by performingan attach procedure. The MS then activates a packet data protocol (PDP)context, thus activating a packet communication session between the MS,the SGSN, and the GGSN.

In a GSM/GPRS network, GPRS services and GSM services can be used inparallel. The MS can operate in one of three classes: class A, class B,and class C. A class A MS can attach to the network for both GPRSservices and GSM services simultaneously. A class A MS also supportssimultaneous operation of GPRS services and GSM services. For example,class A mobiles can receive GSM voice/data/SMS calls and GPRS data callsat the same time.

A class B MS can attach to the network for both GPRS services and GSMservices simultaneously. However, a class B MS does not supportsimultaneous operation of the GPRS services and GSM services. That is, aclass B MS can only use one of the two services at a given time.

A class C MS can attach for only one of the GPRS services and GSMservices at a time. Simultaneous attachment and operation of GPRSservices and GSM services is not possible with a class C MS.

A GPRS network 1130 can be designed to operate in three networkoperation modes (NOM1, NOM2 and NOM3). A network operation mode of aGPRS network is indicated by a parameter in system information messagestransmitted within a cell. The system information messages dictates a MSwhere to listen for paging messages and how to signal towards thenetwork. The network operation mode represents the capabilities of theGPRS network. In a NOM1 network, a MS can receive pages from a circuitswitched domain (voice call) when engaged in a data call. The MS cansuspend the data call or take both simultaneously, depending on theability of the MS. In a NOM2 network, a MS may not receive pages from acircuit switched domain when engaged in a data call, since the MS isreceiving data and is not listening to a paging channel. In a NOM3network, a MS can monitor pages for a circuit switched network whilereceiving data and vise versa.

The IP multimedia network 1138 was introduced with 3GPP Release 5, andincludes an IP multimedia subsystem (IMS) 1140 to provide richmultimedia services to end users. A representative set of the networkentities within the IMS 1140 are a call/session control function (CSCF),a media gateway control function (MGCF) 1146, a media gateway (MGW)1148, and a master subscriber database, called a home subscriber server(HSS) 1150. The HSS 1150 may be common to the GSM network 1101, the GPRSnetwork 1130 as well as the IP multimedia network 1138.

The IP multimedia system 1140 is built around the call/session controlfunction, of which there are three types: an interrogating CSCF (I-CSCF)1143, a proxy CSCF (P-CSCF) 1142, and a serving CSCF (S-CSCF) 1144. TheP-CSCF 1142 is the MS's first point of contact with the IMS 1140. TheP-CSCF 1142 forwards session initiation protocol (SIP) messages receivedfrom the MS to an SIP server in a home network (and vice versa) of theMS. The P-CSCF 1142 may also modify an outgoing request according to aset of rules defined by the network operator (for example, addressanalysis and potential modification).

The I-CSCF 1143 forms an entrance to a home network and hides the innertopology of the home network from other networks and providesflexibility for selecting an S-CSCF. The I-CSCF 1143 may contact asubscriber location function (SLF) 1145 to determine which HSS 1150 touse for the particular subscriber, if multiple HSSs 1150 are present.The S-CSCF 1144 performs the session control services for the MS 1102.This includes routing originating sessions to external networks androuting terminating sessions to visited networks. The S-CSCF 1144 alsodecides whether an application server (AS) 1152 is required to receiveinformation on an incoming SIP session request to ensure appropriateservice handling. This decision is based on information received fromthe HSS 1150 (or other sources, such as an application server 1152). TheAS 1152 also communicates to a location server 1156 (e.g., a GatewayMobile Location Center (GMLC)) that provides a position (e.g.,latitude/longitude coordinates) of the MS 1102.

The HSS 1150 contains a subscriber profile and keeps track of which corenetwork node is currently handling the subscriber. It also supportssubscriber authentication and authorization functions (AAA). In networkswith more than one HSS 1150, a subscriber location function providesinformation on the HSS 1150 that contains the profile of a givensubscriber.

The MGCF 1146 provides interworking functionality between SIP sessioncontrol signaling from the IMS 1140 and ISUP/BICC call control signalingfrom the external GSTN networks (not shown). It also controls the mediagateway (MGW) 1148 that provides user-plane interworking functionality(e.g., converting between AMR- and PCM-coded voice). The MGW 1148 alsocommunicates with other IP multimedia networks 1154.

Push to Talk over Cellular (PoC) capable mobile phones register with thewireless network when the phones are in a predefined area (e.g., jobsite, etc.). When the mobile phones leave the area, they register withthe network in their new location as being outside the predefined area.This registration, however, does not indicate the actual physicallocation of the mobile phones outside the predefined area.

The various techniques for geogaming described herein can be implementedin connection with hardware or software or, where appropriate, with acombination of both. Thus, the methods and apparatuses for transmittinggeogaming messages and otherwise communicating in an ad hoc network ofcommunications devices in accordance with a scalable wireless geocastprotocol can be implemented, or certain aspects or portions thereof, cantake the form of program code (i.e., instructions) embodied in tangiblestorage media, such as floppy diskettes, CD-ROMs, hard drives, or anyother machine-readable storage medium (computer-readable storagemedium), wherein, when the program code is loaded into and executed by amachine, such as a computer, the machine becomes an apparatus forgeogaming. In the case of program code execution on programmablecomputers, the computing device will generally include a processor, astorage medium readable by the processor (including volatile andnon-volatile memory and/or storage elements), at least one input device,and at least one output device. The program(s) can be implemented inassembly or machine language, if desired. The language can be a compiledor interpreted language, and combined with hardware implementations.

The methods and apparatuses for communicating in an ad hoc network ofcommunications devices in accordance with a scalable wireless geocastprotocol also can be practiced via communications embodied in the formof program code that is transmitted over some transmission medium, suchas over electrical wiring or cabling, through fiber optics, or via anyother form of transmission, wherein, when the program code is receivedand loaded into and executed by a machine, such as an EPROM, a gatearray, a programmable logic device (PLD), a client computer, or thelike, the machine becomes an apparatus for geogaming. When implementedon a general-purpose processor, the program code combines with theprocessor to provide a unique apparatus that operates to invoke thefunctionality of communicating in an ad hoc network of communicationsdevices in accordance with a scalable wireless geocast protocol.Additionally, any storage techniques used in connection withcommunicating in an ad hoc network of communications devices inaccordance with a scalable wireless geocast protocol can invariably be acombination of hardware and software.

While transmission and propagation of multiplayer gaming messages viacommunications in an ad hoc network of communications devices inaccordance with a scalable wireless geocast protocol have been describedin connection with the various embodiments of the various figures, it isto be understood that other similar embodiments can be used ormodifications and additions can be made to the described embodiments fortransmission and propagation of multiplayer gaming messages in an ad hocnetwork of communications devices in accordance with a scalable wirelessgeocast protocol without deviating therefrom. For example, one skilledin the art will recognize that communicating in an ad hoc network ofcommunications devices in accordance with a scalable wireless geocastprotocol as described in the present application may apply to anyenvironment, whether wired or wireless, and may be applied to any numberof such devices connected via a communications network and interactingacross the network. Therefore, transmission and propagation ofmultiplayer gaming messages in an ad hoc network of communicationsdevices in accordance with a scalable wireless geocast protocol shouldnot be limited to any single embodiment, but rather should be construedin breadth and scope in accordance with the appended claims.

What is claimed:
 1. A method comprising: receiving, by an apparatus, arequest to initiate a scan, via a virtual reconnaissance element havingsimulated movement, of a geographic region; responsive to receiving therequest, transmitting, by the apparatus, to the geographic region, aquery signal corresponding to a simulated location of the virtualreconnaissance element, the query signal formatted in accordance with ascalable geographic broadcast protocol comprising a geographic queryaddress portion corresponding to the geographic region; receiving, bythe apparatus, a query response signal from a sending device within thegeographic region; determining, based on the received query responsesignal, a location of the sending device; and providing, by theapparatus, a designation of the location of the sending device.
 2. Themethod of claim 1, further comprising: characterizing the sending deviceas one of a friend or a foe; and providing the designation in accordancewith the characterization.
 3. The method of claim 1, further comprising:receiving a designation of a waypoint; determining a current location ofthe virtual reconnaissance element; determining a distance between thewaypoint and the current location; calculating a travel time between thecurrent location and the waypoint based upon the distance and virtualreconnaissance element characteristics; and transmitting, at the elapseof the travel time, a second query signal.
 4. The method of claim 1,wherein: the query signal comprises an indication of an intendedrecipient of the query signal; and the query signal comprises anindication of a response to the query signal be one of mandatory orvoluntary.
 5. The method of claim 1, further comprising rendering anindication of the location of the sending device on the apparatus. 6.The method of claim 5, wherein the designation is visually rendered asan overlay on a map of the geographic region.
 7. The method of claim 1,further comprising rendering the location of the sending device on theapparatus based on the sending device being designated as friend or foe.8. The method of claim 7, wherein the designation of friend or foe isrendered as an overlay on a map of the geographic region.
 9. The methodof claim 1, wherein a second query signal is transmitted in accordancewith a rescan time.
 10. An apparatus comprising: a processor; and memorycoupled to the processor, the memory comprising executable instructionsthat when executed by the processor cause the processor to effectuateoperations comprising: receiving a request to initiate a scan, via avirtual reconnaissance element having simulated movement, of ageographic region; responsive to receiving the request, transmitting tothe geographic region, a query signal corresponding to a simulatedlocation of the virtual reconnaissance element, the query signalformatted in accordance with a scalable geographic broadcast protocolcomprising a geographic query address portion corresponding to thegeographic region; receiving, via an ad hoc network, a query responsesignal from a sending device within the geographic region; determining,based on the received query response signal, a location of the sendingdevice; and providing a designation of the location of the sendingdevice.
 11. The apparatus of claim 10, the operations furthercomprising: characterizing the sending device as one of a friend or afoe; and providing the designation in accordance with thecharacterization.
 12. The apparatus of claim 10, the operations furthercomprising: receiving a designation of a waypoint; determining a currentlocation of the virtual reconnaissance element; determining a distancebetween the waypoint and the current location; calculating a travel timebetween the current location and the waypoint based upon the distanceand virtual reconnaissance element characteristics; and transmitting, atthe elapse of the travel time, a second query signal.
 13. The apparatusof claim 10, wherein: the query signal comprises an indication of anintended recipient of the query signal; and the query signal comprisesan indication of a response to the query signal be one of mandatory orvoluntary.
 14. The apparatus of claim 10, the operations furthercomprising rendering an indication of the location of the sending deviceon the apparatus.
 15. A computer-readable storage medium that is not apropagating signal, the computer-readable storage medium comprisingexecutable instructions that when executed by a processor cause theprocessor to effectuate operations comprising: receiving, by anapparatus, a request to initiate a scan, via a virtual reconnaissanceelement having simulated movement, of a geographic region; responsive toreceiving the request, transmitting, by the apparatus, to the geographicregion, a query signal corresponding to a simulated location of thevirtual reconnaissance element, the query signal formatted in accordancewith a scalable geographic broadcast protocol comprising a geographicquery address portion corresponding to the geographic region; receiving,via an ad hoc network, a query response signal from a sending devicewithin the geographic region; determining, based on the received queryresponse signal, a location of the sending device; and providing adesignation of the location of the sending device.
 16. Thecomputer-readable storage medium of claim 15, the operations furthercomprising: characterizing the sending device as one of a friend or afoe; and providing the designation in accordance with thecharacterization.
 17. The computer-readable storage medium of claim 15,the operations further comprising: receiving a designation of awaypoint; determining a current location of the virtual reconnaissanceelement; determining a distance between the waypoint and the currentlocation; calculating a travel time between the current location and thewaypoint based upon the distance and virtual reconnaissance elementcharacteristics; and transmitting, at the elapse of the travel time, asecond query signal.
 18. The computer-readable storage medium of claim15, wherein: the query signal comprises an indication of an intendedrecipient of the query signal; and the query signal comprises anindication of a response to the query signal be one of mandatory orvoluntary.
 19. The computer-readable storage medium of claim 15, theoperations further comprising rendering an indication of the location ofthe sending device on the apparatus.